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Things we didn’t know a year ago
We turned 1 yesterday, at least we did on paper. We were busy some time before that, but our official date of incorporation seems like a good day to celebrate and reflect a bit. Roughly a year ago, I was…
A new look at layered grids: setting up neighbors
The layered grid is a very generic type of grid. It allows you to stack a bunch of grids – of potentially different shapes – for any (usually 2D) point type. Because of this, it’s not possible for this type…
Layered Grids
We have used grids in 3D space in a variety of ways before. Mostly, these come down to mapping a grid in 3D space – often on the surface of a 3D shape – and using 3D objects instead of…
One Dimensional Grids
Today I implemented a custom grid that is useful for 1D structures such as the spiral above. Although an array or List would work decently, using a proper grid allows you to take advantage of the mapping technology and algorithms…
Workarounds for AOT compiler limitations
Applications running on iOS cannot generate and dynamically execute code – that means no JIT (just-in-time) compiled code can run on iOS. For this reason, games for iPhone and iPad made with Unity are compiled using the AOT (ahead-of-time) compiler.…
What are grid colorings?
A grid coloring is a way to assign a color to each cell in a grid. Here we will only talk about periodic colorings – colorings that use repeating patterns. From the 30 games in our last project, 12 use…
A cheat for seamless hex tiles
Making a seamless hex tile is a lot of work, especially if you want to rotate your tiles. In some cases you can get away with letting the engine do some of the work. Here is the strategy: [dropcap style=”dark”]1[/dropcap]Take the texture…
How do I make a seamless hex tile that can be rotated?
In this post, I describe one way of making a hex tile that can be tiled seamlessly, even when the tiles are rotated by (different) multiples of 60 degrees. This is a quick-and-dirty method, and works well only for certain…