Grids 1.8 is finally out 🙂 This is quite a big change – from being an abstract data structure library, we turned Grids into an editor extension, which allows you to setup grids in the editor. On the surface, it…
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…
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…
Grids 1.7 is out. It’s the biggest update yet, incorporating a lot of the tech we built for our 30 Games in 30 Days campaign, as well as a lot of the feedback we received from users. Highlights We added…
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…
We have created another subset of the Grids library, this time specific to rectangular and diamond grids. Rect Grids is a subset of our Grids package and has been released on the Unity Asset Store for $40. It supports the…
We have made two more updates to the Grids plugin including some minor improvements, bug fixes and a few new examples. We also created a subset of the library that only includes hexagonal grids (40$) which is being sold as…
Since we released Grids on the Unity Asset Store, our focus has been to show developers what the plugin can offer them. One of our promises is that Grids helps developers to make games fast. To show you this, we’ve…
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…
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…