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.gitattributes and Unity : Exceptions
There are various resources on this issue. I won’t be covering what to track in a Unity project in this post. This is more of a follow-up to a previous post of mine, with updated info. There’s a very good GitHub gist about what to track with lfs in a Unity project, where I also…
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Slightly less painful Project Templates in Unity
I’m not going to explain how to create project templates. There are a few articles by others floating around in how to structure a Project Template package. What I am going to tell you is how to make this less painful to use. As far as most articles and forum posts are concerned, to make…
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Unity’s TerrainData and .gitattributes
UPDATE: There is now a newer post about this topic which covers more things about the core issue, a solution and how to debug it. It’s been a long time since my last post but this is one of those situations where a decision from the past ,seemingly harmless, comes back to bite you in…
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Setting up OpenGL with VS2013 using Property Sheets and Batch files
Setting up OpenGL with VS2013 is always a hassle.But after looking at some tutorials here and there,putting things in system folders and copying dlls in output folders for each configuration I decided to find out if I could do something that felt a bit less of a cheap and dirty way and that would use…
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An easy framework for component data customization and testing
Some times in our games we might have multiple objects with a multitude of data for which we’d like to have multiple files with different configurations for our component in order to find the best/most balanced/.. configuration.For the sake of explaining let’s use the Abilities and Attributes tab from Shadows of Mordor or the Perk…
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Various updates and new project:Eve of Ebon
It’s been a while from the previous post yet again. I’ve stopped working on Super Bomberman and have put it’s Android version on the backburner(achieving a good enough control scheme was a bit difficult and I wasn’t satisfied with any of the ones I tried in order to share it). But there’s a new project…
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Unity Build Automaton and Super Bomberman updates
Links have been updated in their respective Project pages. Unity Build Automaton —————————————————————– Added checkbox for backing up the loaded project prior to any kind of action Added checkbox for converting whitespace and tab characters in the project’s name to underscore (Known issues when running a project where the executable and Data folder contain whitespace/tabs…
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Super Bomberman v2 is up
New optimized version of the game with major overhaul work in the backbone. Much better and efficient pooling of objects. Animation has been revamped as well. As did many other parts that would require I go into a lengthy post. Bottomline, optimizations were made in most parts of the project. Next in line to tackle…
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Debugger:A magnificient bastard
The past couple of days I’ve been hindered by a nasty albeit ridiculously simple bug. In a nutshell, I have two static objects I retain in between levels and before every new level is rendered I free(free as in Manager.Free,in no way is this a Destroy) up all non static(well not exactly but it will…