Heya, Thanks for visiting!
I discovered Render Components from Guy Bedford in an email exchange where he laid out some basic code for the concept. Bedford has a small writeup on the ZestJS site, but this guide will cover all the same points. Because there is no written spec for Render Components, this guide covers one way of implementing this concept/idea. Details like naming conventions might not be the exact same as someone else. This guide will go over building a pseudo-YouTube video site and workflow setup to start using Render Components. Render components are applicable in many situations, including game UI. Game UI is just like a single page web app. I used render components in Unity with Coherent UI for my games, ...
I recently participated in the 3 day 2014 GDSE Game Jam and created a fairly solid result: Super Bounce. You can download it for Windows and Mac at superbouncegame.com . Also, as per the open source guideline of the game jam, the game's source code is available on GitHub. Play Now The journey Super Bounce is based on the super bouncing physics bug from Halo 2. To do a super bounce: just land on a mesh edge with a "crouch" and a relatively high velocity to soar to the sky. I did a lot of super bouncing back in the Halo 2, original Xbox days and even had my own bouncing clan. You can find a lot of super bouncing ...
Say you want to create a ground plane that can be scaled to any size and maintain the same texture size on the surface without having to change the material tiling every time. Since this is not default functionality or some setting you can turn on, how can this be accomplished? I had this exact same question about a year ago when messing with Unity. DaveA answered a bit vaguely and re-reading his answer now, I implemented exactly what he suggested. You can see how to create both ideas he suggested in this article. There are two methods to achieve texture tiling based on size. The first way is adjusting actual texture tiling property whenever a change is detected in ...
I was really intrigued by the BeagleBone Black's (BBB) low cost, great performance, and IO all on the familiar Ubuntu OS. I am still quite new to the BeagleBone Black and hope to create some great projects with it in the future. This is a quick guide to get you up and running with Ubuntu on your BeagleBone Black. I created this guide because many of the guides and instructions are scattered across many places and I wanted a concise place to reference. Flashing/Installing Ubuntu on your BeagleBone Black Download the latest Ubuntu image. Pick the latest .img.xz file (on the bottom) from the rcn-ee site ex. http://rcn-ee.net/deb/flasher/saucy/BBB-eMMC-flasher-ubuntu-13.10-2014-03-27-2gb.img.xz Extract the .img.xz download to get the .img file. You can use ...
Font legibility, crispness(aliasing), and physical size vary between fonts when set at the same font-size. Fonts are designed/optimized at distinct sizes and alias extremely well at those definite size intervals. This makes it hard to set a catch-all size and have it work beautifully with many typefaces. As you can see Calibri is a much smaller font compared to Ubuntu and Open Sans. You can also see the varying levels of clarity between the sizes of each font. So what if you have a font stack that looks like font-family: 'Ubuntu', 'Calibri', sans-serif; and you fallback to Calibri. All of a sudden your sites font size greatly decreases. Of course Calibri is a great looking font and you want to ...
When dealing with unmanaged and managed code, verbiage like P/Invoke, marshaling, interoperability get thrown around. The whole ordeal can be a bit daunting. This guide will go over dealing with DLLs in Unity Free/Standard and Unity Pro. Even with the native(unmanaged) code barrier in Unity Free, it is still possible to use unmanaged code. Overview Specifically, we will be making a C# managed DLL which relies on/references a C++ unmanaged DLL and then use those functions in Unity. TLDR; For Unity Free: Add unmanaged code to the Unity Project Root: UnityProject Add managed code to the Plugins folder: UnityProject->Plugins When you build a project, copy the unmanaged code to BuildRoot->Data->Plugins Create a C++ DLL (Unmanaged) To start, lets create the ...
About WordPress is an open source, PHP based blog and content management system(CMS) made to streamline the process of getting your website up and looking pretty. The WordPress community makes a multitude of plugins (over 30,000) that extend the functionality to make it work just the way you like. There is also an enormous support community to help with any issues. Nginx(pronounced "engine-x") is a popular light-weight server alternative to Apache. It is considered leaner and meaner than Apache because it uses an event-driven system that chomps through requests rather than spinning up separate processes and threads for each request. Prerequisites: User with root privileges Linux, Nginx, MySQL, PHP (LEMP) stack Download WordPress Download the zipped package(archive file) directly from ...
This guide will go over compiling the firmware, flashing it to your device, and emulating your first device. I was successful using Windows 8(not 8.1) but that doesn't mean it came without the challenges. Hopefully this guide can steer you clear of any head-banging issues. If you need help making/assembling your own Facedancer board, follow this guide I made previously. Getting started Inspect your board for any solder bridges, cold joints, etc. Use a multimeter in continuity mode to test. This is important as you are connecting this to your precious pc. Plug in the host side to your pc via USB 2.0. I ran into Blue Screen issues on Windows 8 using USB 3.0. If you want to be ...
1 2 3 next