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awarded  Nice Answer
Apr
24
comment When prototyping, how can I more easily explore game behaviour?
@sydan In my experience, when prototyping it's generally better to expect EVERYTHING to change. When in production, sure, some stuff would be more or less "set in stone". It can't be a mess, though, because it's usually the foundation of everything else (-8 Maybe you're just not using the word "prototyping" to mean the same thing I do.
Apr
23
comment When prototyping, how can I more easily explore game behaviour?
@sydan the unfortunate truth is that your idea of what code is "front facing" is wrong. I mean, it ALWAYS turns out that something you though should never change is actually a very dynamic thing. When prototyping, you'd better be prepared to change literally every aspect, and do it fast.
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@Jonas Byström To clarify: here by "features" I mean essential changes to the gameplay. I.e. specifically NOT beautiful rendering, but something like "add a way to craft blocks" or "add mobs that attack and kill player" when prototyping a Minecraft.
Apr
21
answered When prototyping, how can I more easily explore game behaviour?
Jan
5
reviewed Approve Mouse position to grid position not working
Jan
5
reviewed Approve How do I modify the health of an entity after it's been created?
Nov
28
reviewed Approve unity tag wiki excerpt
Nov
19
comment How should a Unity object control it's state?
No, but you can do it the other way round: Boomerang component holds state, and knows to enable/disable DamageEnemy depending on it. That's how I'd do that anyway.
Nov
19
comment How should a Unity object control it's state?
I find that, basically, having components with zero assumptions about the object is wishful thinking. It just never happens in reality. So I don't fret when a component needs to assume existence of some other component(s) on the same object and access them.
Oct
23
awarded  Yearling
Sep
6
comment Unity3D: terrain object's textures flickering on long distances
Also don't forget the simplest approach: just move roads etc higher - i.e. a bit further from the terrain.
Aug
19
reviewed Approve Simple collision detection in Unity 2D
Jul
31
answered How do I mask graphics in Unity to create a searchlight effect?
Jul
12
comment How to use “weighted average easing” correctly with variable framerate?
That was... beautiful.
Jul
3
awarded  Popular Question
Feb
8
awarded  Guru
Oct
27
awarded  Guru
Oct
24
awarded  Popular Question
Oct
23
awarded  Yearling