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Lost Forest 4: Simple AI. December 17, 2014. I’m usually content to use Unity’s built-in Navmesh system for pathfinding, but it won’t work in this case because navmeshes can’t be created at runtime. Thankfully there’s an existing pathfinding system, A* Pathfinding Project. Lost Forest 3: Rigidbody vs Character Controller. September 23, 2014. The primary advantage of Rigidbodies is that they allow you to apply forces to an object and apply gravity for you. No actors in my game should need to use gravi...

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Lost Forest 4: Simple AI. December 17, 2014. I’m usually content to use Unity’s built-in Navmesh system for pathfinding, but it won’t work in this case because navmeshes can’t be created at runtime. Thankfully there’s an existing pathfinding system, A* Pathfinding Project. Lost Forest 3: Rigidbody vs Character Controller. September 23, 2014. The primary advantage of Rigidbodies is that they allow you to apply forces to an object and apply gravity for you. No actors in my game should need to use gravi...
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Dev Blog | blog.marchuetgames.com Reviews

https://blog.marchuetgames.com

Lost Forest 4: Simple AI. December 17, 2014. I’m usually content to use Unity’s built-in Navmesh system for pathfinding, but it won’t work in this case because navmeshes can’t be created at runtime. Thankfully there’s an existing pathfinding system, A* Pathfinding Project. Lost Forest 3: Rigidbody vs Character Controller. September 23, 2014. The primary advantage of Rigidbodies is that they allow you to apply forces to an object and apply gravity for you. No actors in my game should need to use gravi...

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September | 2014 | Dev Blog

http://blog.marchuetgames.com/2014/09

Monthly Archives: September 2014. Lost Forest 3: Rigidbody vs Character Controller. September 23, 2014. The primary advantage of Rigidbodies is that they allow you to apply forces to an object and apply gravity for you. No actors in my game should need to use gravity, but if height variation becomes part of the terrain at a later point I can always add it in later. The only use for physics forces would be for weapon knockback, but I can easily write in knockback as a coroutine. Lost Forest 2: Sword Combat.

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December | 2014 | Dev Blog

http://blog.marchuetgames.com/2014/12

Monthly Archives: December 2014. Lost Forest 4: Simple AI. December 17, 2014. I’m usually content to use Unity’s built-in Navmesh system for pathfinding, but it won’t work in this case because navmeshes can’t be created at runtime. Thankfully there’s an existing pathfinding system, A* Pathfinding Project. Lost Forest 4: Simple AI. Lost Forest 3: Rigidbody vs Character Controller. Lost Forest 2: Sword Combat. Lost Forest 1: The Walk. Lost Forest 0: The beginning. Proudly powered by WordPress.

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Lost Forest | Dev Blog

http://blog.marchuetgames.com/category/lost-forest

Category Archives: Lost Forest. Lost Forest 4: Simple AI. December 17, 2014. I’m usually content to use Unity’s built-in Navmesh system for pathfinding, but it won’t work in this case because navmeshes can’t be created at runtime. Thankfully there’s an existing pathfinding system, A* Pathfinding Project. Lost Forest 3: Rigidbody vs Character Controller. September 23, 2014. The primary advantage of Rigidbodies is that they allow you to apply forces to an object and apply gravity for you. No actors in ...

4

June | 2014 | Dev Blog

http://blog.marchuetgames.com/2014/06

Monthly Archives: June 2014. Lost Forest 1: The Walk. June 24, 2014. One of my pet peeves in games is seeing my avatar’s feet obviously skate and slide over the ground because the walk animation is out of sync with the movement speed and direction. To avoid this in Lost Forest I’ve attempted to create a simple walk cycle dynamically. I’ve chosen to give my character detached hands and feet for the sake of simplifying the animation process as well as aesthetics. Lost Forest 0: The beginning. June 20, 2014.

5

mbhuet@gmail.com | Dev Blog

http://blog.marchuetgames.com/author/mbhuetgmail-com

All posts by mbhuet@gmail.com. Lost Forest 4: Simple AI. December 17, 2014. I’m usually content to use Unity’s built-in Navmesh system for pathfinding, but it won’t work in this case because navmeshes can’t be created at runtime. Thankfully there’s an existing pathfinding system, A* Pathfinding Project. Lost Forest 3: Rigidbody vs Character Controller. September 23, 2014. The primary advantage of Rigidbodies is that they allow you to apply forces to an object and apply gravity for you. No actors in m...

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Electro Terrestrials - Game Design and Programming

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Available in the Apple App Store. Electro Terrestrials is a mobile game developed by the Georgia Tech Game Studio. My role on the project was level design.

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Lost Forest 4: Simple AI. December 17, 2014. I’m usually content to use Unity’s built-in Navmesh system for pathfinding, but it won’t work in this case because navmeshes can’t be created at runtime. Thankfully there’s an existing pathfinding system, A* Pathfinding Project. Lost Forest 3: Rigidbody vs Character Controller. September 23, 2014. The primary advantage of Rigidbodies is that they allow you to apply forces to an object and apply gravity for you. No actors in my game should need to use gravi...

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