Unity State Machines

I mentioned in my first Unity Pro Tips blog post that I use GameObjects as states. Let me elaborate on that pattern since I think it is very powerful and allows you to structure your scenes such that it’s easy to tell exactly what is happening at any given time. I’m going to use the…

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Happy New Year!

Well it’s been a while since I’ve written anything here. Thought I’d share my (now old) Ludum Dare 0hour entry. It’s a game made in Unity in an hour. I did a full video recording in a tutorial-style. If you’re new to Unity you can check out how to make a (pretty bad) game in…

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Unity Pro Tips – Part 2

As promised, part #2 of my “Pro Tips” for Unity. I think my next post about Unity will be more along the lines of “useful code dumps” than general tips. If you want to meet up for a beer at Unite11 drop me a line! 5. Avoid FindObject. Alternative: Public Static Lists FindObject is slow.…

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Angry Atoms on the Web!

This past week has been just nuts. Angry Atoms is finally available for the public to play online! Just follow this link here: ANGRY ATOMS. What follows is a description of why it took so long to go public and what I went through to release my first online indie game. I’ve been fairly secretive…

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iPhone 2G + 3G Optimization. Maybe More.

The past week has been really hectic, but I thought I’d share a quick optimization that I came across when optimizing Angry Atoms for my iPhone 3G. Angry Atoms at 30fps on iPhone 3G I started benchmarking Angry Atoms and noticed that we were under my target of 30fps on the 3G. How could that…

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Unity Pro Tips – Part 1

Hello Again! It’s been a stressful last week, but Angry Atoms is finally up for bidding on Flash Game License. With that load off my shoulders, I thought I’d continue writing “pro tips” for Unity development. You’ll notice I refer back to my project a lot, as it is the biggest game I’ve done in…

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Start Unity Pro Tips

So you’re convinced to learn Unity. Good choice! Writing a full blown game is much more complicated than throwing together code for a game jam. Here’s a few tips you’ll want to know before you start your project. All of these tips were learned while creating my first commercial indie game, Angry Atoms, which will…

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I/O Benchmarking – Windows File Cache

Introduction When developing high-performance applications, I/O is typically a bottleneck.  On my latest game, it could take over a minute to load the data from disk on a minimum specification PC.  I decided optimizing disk reads could be a big win for our project.  Unfortunately, the tools available to diagnose I/O performance are quite limited…

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