212 reputation
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bio website tkiley.co.uk
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I am a student in my final year, studying Discrete Mathematics at the University of Warwick. I am predicted to get a 1st class honours degree.

I am a excellent programmer, familiar with C# and C++. I also have 1.5 years industry experience, including an intercalated year at Born Ready Games (BRG). At BRG, I worked as a junior programmer and during this time we shipped Strike Suit Zero.


Mar
19
awarded  Citizen Patrol
Jan
31
accepted Applying a torque to a different centre of mass
Jan
31
answered Applying a torque to a different centre of mass
Jan
30
answered Which for basic RTS prototype: Unity or Torque?
Jan
30
comment Applying a torque to a different centre of mass
I would be inclined to agree with you, however, since asking this question I have discovered that Unity2D is massively buggy, particularly when it comes to triggers, so I am going to risk it with 3D colliders for triggers and 2D rigid bodies for the actual movement.
Jan
30
comment Applying a torque to a different centre of mass
Thank you for your clear explanation, I have opened a bug with Unity regarding this issue. For a work around, would you think it would be better to either use a 3D collider in addition to the 2D ones, or a separate game object which I manually "attach" by moving each frame?
Jan
30
comment Applying a torque to a different centre of mass
I've not used hinge joints before, is there a reason I would use these over say, simply setting the position and rotation every frame?
Jan
30
comment 2D jerky motion with AddForce and physics
You are meant to addForce in FixedUpdate, adding it in OnGUI is probably your issue. Try moving in to a function called void FixedUpdate().
Jan
30
awarded  Commentator
Jan
28
revised Applying a torque to a different centre of mass
Updated with more info based on Robertos answer
Jan
28
asked Applying a torque to a different centre of mass
Jan
8
comment Understanding Torque in Unity
Weirdly, changing the radius to 0.5 (i.e. the diameter becomes 1.0) the final speed is 4pi! Clearly I don't understand how the torque is being applied because in my head, a smaller object would have less leverage....
Jan
8
comment Understanding Torque in Unity
No radius is 1, unless of course Unity have mislabelled the property in the editor, which is entirely possible
Jan
8
awarded  Yearling
Jan
8
asked Understanding Torque in Unity
Jan
8
answered How can I provide access cheat codes or diagnostics for a tap-only mobile game?
Jan
8
comment How can I provide access cheat codes or diagnostics for a tap-only mobile game?
Sure, give me a second :) Guess I more took issue with Android hiding developer tools :P
Jan
8
comment How can I provide access cheat codes or diagnostics for a tap-only mobile game?
Not that I'd recommend it, but in the latest version of Android, to access developer tools you must tap a button 5 times to get to enable an "advanced" mode. This prevents accidental access but is evidently stupid :P
Dec
20
awarded  Scholar
Dec
20
accepted Why do my velocity estimates have such a large margin of error