divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): July 2010
http://divineabomination.blogspot.com/2010_07_01_archive.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Wednesday, July 21, 2010. Preview release of KHI 2D technology coming soon. With the release of Eets for Macintosh coming soon, our attention is slowly moving on to our next project in development. That as yet to be announced project is built upon a 2D engine that has been developed by ourselves. Simple, easy to use API. Tuesday, July 6, 2010. Currentl...
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): January 2011
http://divineabomination.blogspot.com/2011_01_01_archive.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, January 27, 2011. Games Development: A poster child for learning maths at school? After several topic changes which I couldn't follow (I don't think I'm across even half of what is 'street' these days) they settled on a conversation about how much maths sucks. Nods of agreement all around. Modern games are using plenty of math. Every inte...
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): December 2011
http://divineabomination.blogspot.com/2011_12_01_archive.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, December 8, 2011. Unity3D iPhone Player and JIRA Connect Integration. We've been using JIRA internally for our project management and bug tracking for a couple of years now and we've found it to be excellent. Recently Atlassian (the developers of JIRA) released a JIRA Connect library for the iPad/iPhone family. By Unity when you make a Unity ...
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): December 2010
http://divineabomination.blogspot.com/2010_12_01_archive.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Friday, December 24, 2010. Downloading files from the Apple Developer website using wget (for poor connections or scheduling). The basic procedure for accessing content using wget from a site requiring authentication involves logging into the said site using a standard web browser, once authenticated via a login page one can set abou extracting the aut...
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): Moving iPhone Developer Credentials from one Mac to another
http://divineabomination.blogspot.com/2011/10/moving-iphone-developer-credentials.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Tuesday, October 11, 2011. Moving iPhone Developer Credentials from one Mac to another. Update: So apparently in Xcode 4 (at least) there is an official way to do this. outlined. This is what I should have done. DEVELOPMENT - Provisioning Profiles. Choose your Provisioning profile, right click and "Reveal in Finder". Save the resulting file. I've start...
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): Unity3D Asset Server: Best Practice Workflow - Initial Checkout
http://divineabomination.blogspot.com/2011/08/unity3d-asset-server-best-practice.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, August 4, 2011. Unity3D Asset Server: Best Practice Workflow - Initial Checkout. Using Unity in teams one is often stuck using Unity asset server. While it certainly lacks features one has grown accustomed to in many other source control systems the fact remains that it is the solution that most seamlessly works with Unity. I've started Kruge...
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): June 2010
http://divineabomination.blogspot.com/2010_06_01_archive.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Wednesday, June 23, 2010. Find awake IP addresses on a subnet using a batch file. I seem to frequently find myself trying to find machines by IP address on a subnet. Often I'm on a random Windows machine and I've got nothing but the basic install to do it. What do I do? SET /a t=t 1. Ping -n 1 -l 1 192.168.0.%t% nul. IF %t%= 254 Exit.
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): October 2011
http://divineabomination.blogspot.com/2011_10_01_archive.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, October 20, 2011. Unity 3D (Pro): View matrix (separately) for CG shaders. As Unity's shader support is largely based on Open GL, there isn't, by default design, access to separate model and view matrices in shader code. Occasionally you might want access to this and to use it you'll need to pass this information in yourself. In our shader, p...
divineabomination.blogspot.com
Kruger Heavy Industries, Dev Log (of sorts): August 2010
http://divineabomination.blogspot.com/2010_08_01_archive.html
Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Tuesday, August 31, 2010. Game replay techniques and the importance of floating point determinism. To be able to playback recorded user input into the game engine and have it play out exactly the same, the engine must be completely deterministic. A couple of key components needs to be addressed or things go very wrong. For starters, the engine's random...
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