I happened to notice that Raylib has started implementing callbacks for some functions, and this is very welcome as its a small part of what makes libraries like GLFW so nice. Given that Raylib is intended also for novice users and those learning, I thought this concept bore an explanation as in the comment in […]
I happened to look inside a TMX file from the rather nice tile map editor (Tiled) I made the mistake of thinking “oh that looks fairly easy to parse…”. While there is a method to load TMX files with raylib it uses an external library, I thought hey I can just grab a single header […]
I previously demonstrated using the Nuklear GUI library in a 3d environment (here) and from time to time usually as I look again at an example to see how I’ve done something in the past, I’ll usually update the example as dependencies change. The changes in Raylib were basically minor, (from the front end perspective, […]
Since discovering the Linux version of the Unity editor was “mainstream” I gave it a right good work out. Initially it did look rather promising, alas it really doesn’t take too long once you push things to discover the bugs, currently the assets engine and in particular prefabs definitely have what is basically a show […]
Confirming an action, for example when the user clicks exit on an exit button in a main menu, is one of those nice touches that just add that little bit more polish and user convenience. As such its something that should be in the toolkit of every Unity coder. Creating the prefab for the dialog […]
A quick and simple tip, for when you just need storms of missiles! When implementing logic to arbitrate collisions, things generally go okay initially, nothing too busy, a single bullet zips to its target and a collision happens… Great but what if we want a storm of bullets. The first thing you’ll notice if you […]
There are very many ways to control your player in a Unity game, in this case I had a number of specific requirement. Steering shouldn’t behave like a hovercraft skid steering or a rocket sled on ice! The player should be able to push other objects that have rigid bodies. When landing on a moving […]
Its not at all uncommon to have multiple cameras in a game. In my case I decided that a rearview mirror would help the player with situational awareness. Handily its no surprise that Unity has a Render Texture asset which is just the thing we need for this job. In the example video there is […]
If you’ve ever done much coding using “physics” engines, then you’ll have seen the hilarity that ensues when you accidentally try to make two object occupy the same or even part of the same space. The objects in question will be subjected to literally massive forces, flinging both the objects far and wide. My initial […]
I’ve kept my eye open on Unity’s Linux progress for some time, and the less charitable of you out there could be forgiven for thinking that if the people writing Unity really believed in it, then they’d rewrite the editor in Unity itself… After an initial look with Void Linux (some success but later versions […]