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The API comes AFTER you’ve finished your game.
The voice of reason, my pal Eric Hebert.
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Partner in crime Derrick Duckworth serving sushi asset previews!

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Good news! No lag at all and very minor skidding, so minor we prob could leave it at that
Derrick Duckworth on “Sushi Roll-a” optimization using Droid 1
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Been busy optimizing our game which is planned to support hundreds of box2d bodies within a level on a smartphone. Learning memory management and profiling was not something this nub expected months ago.
Oh that flying red square? It’s an early stage culling box that will activate/deactivate box2d bodies.
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Get rich or die.. with the oodles of hospitality I’ve received from strangers.
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I'm usually a "We're doing it LIVE!" type person, but Github for Mac has organized my silly commits.
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They see me rollin’…
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I shade, you shade, we shade!
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Having fun at the expense of a friend losing his hat.
Created with Maya and Photoshop. The trick to setting up the view is to create an orthographic camera with its rotation set to x: -35 (or 35 for rear view), y: 45. I then used Maya’s Toon outline to create the black edge. And viola.
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This one’s dedicated to whoever landed on my site via a “kismet fade” search.
This kismet is encapsulated as a sequence and ready to fade in or out a material instance constant. In this situation if we trigger FadeOut it will lower the opacity and FadeIn will add to it. A recursive loop is used to subtract or add to a float variable which points to the MIC’s opacity. The loop ends when the target opacity is reached.




