Following on from my previous post, this post will be about how I implemented A* into my killbot for studio… Read more Studio 2: Killbot A*
Author: Caleb Barton
Studio 2: An explanation on A*
It’s been a while since the last update, so this’ll be a big splurge on the implementation of Pathfinding on… Read more Studio 2: An explanation on A*
Studio2: More Bots
Following on from the previous post, this post is going to be about more vector math and prediction. As it… Read more Studio2: More Bots
Studio 2: Back at it again
So studio is a thing again, and as its now week 2, I had better get some bloggin done! Week… Read more Studio 2: Back at it again
Studio 1: Programming Patterns
In this post I’m going to talk about programming patterns and the various ways I use them in Snofyr and… Read more Studio 1: Programming Patterns
Studio 1: State Machines
In this post I’ll be explaining how our game Snofyr used state machines for our rounds system in the Game… Read more Studio 1: State Machines
Studio 1: Project Scheduling
This post will be about the different methods of project scheduling used while in Studio 1 Darkest Depths While working… Read more Studio 1: Project Scheduling
A Post Mortem: Snofyr
The last six weeks I’ve been working on a game titled Snofyr. (which you can download and play here). It… Read more A Post Mortem: Snofyr
Studio 1: User testing ClutterBug
For the last few weeks I’ve been developing a tool for Unity 5.4.0f3 called ClutterBug. It’s a tool designed for… Read more Studio 1: User testing ClutterBug
Studio 1: Implementing Art Assets for Snofyr
Following from my previous post about implementing assets, this post will talk about implementing texture assets and 3d models into… Read more Studio 1: Implementing Art Assets for Snofyr
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