Stone You Can Actually Carve
The one we promised last time: how the stone in Master Sculptor actually works, why we didn’t just push a mesh around, and the faint lines that wouldn’t go away.
The one we promised last time: how the stone in Master Sculptor actually works, why we didn’t just push a mesh around, and the faint lines that wouldn’t go away.
It’s been almost a year since we last posted. Drone Armada is still going, but something else has been taking over our evenings: a game about carving stone.
Utilising the GPU for rigid body physics calculations – Part 3 – Full Primitive Collisions Detection If you missed Part
Supercharging performance! For a while we kept hearing about the Unity jobs system and burst compiler, but mostly ignored it
Good Morning, Today we’re going to talk about our custom UI System, way it was developed and how we’ve gone
Utilising the GPU for rigid body physics calculations – Part 2 – Raycasting Targets If you missed Part 1 –
Defining and tracking goals and tasks. Having objectives for the players is a fundamental part of many games. An objective
Optimising object management for performance and gameplay (e.g., collision detection). Spatial grids avoid creating N2 problems when you want to
Optimisation Deep Dive – Especially for Mobile Devices Mobile gaming is a key market alongside pc and console, but delivering
Utilizing the GPU for rigid body physics calculations. In our game we are developing the majority of the gameplay within