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visits member for 3 years, 10 months
seen Oct 28 at 15:10

Oct
28
asked cocos2dx and tweenings libs
Jul
20
comment Really weird peaks when profiling a simple scene with Unity3D
No, I don't have anything more running on the machine. I have tried with 2 different android devices with same results (I get occasional peaks). What do you mean by "it looks like rendering stuff"? With just a cube on the screen and no other client logic running do you think it is ok to have these peaks ruining a constant frame rate?. On the other hand, sorry for the screenshots issue.
Jul
19
asked Really weird peaks when profiling a simple scene with Unity3D
Jun
19
awarded  Popular Question
Jun
18
comment Betatesting an android game. Best practices?
Thanks for the tips.
Jun
18
asked Betatesting an android game. Best practices?
Apr
17
comment Going from point a to b through a curve using “gravity”
I see, thanks for all the answers. When I said gravity I meant a body attracting another. But yes, you're totally right.
Apr
17
revised Going from point a to b through a curve using “gravity”
added 105 characters in body
Apr
17
comment Going from point a to b through a curve using “gravity”
Would you mind expanding a bit more the answer? I'm a bit thick right now :).
Apr
17
asked Going from point a to b through a curve using “gravity”
Mar
18
accepted 2D games on Unity and collision detection performance
Jan
26
awarded  Notable Question
Jan
10
awarded  Popular Question
Dec
8
awarded  Notable Question
Nov
6
comment Functional reactive programming (FRP) in games. Some doubts and thoughts
Nice answer. Thanks for the insights.
Oct
20
awarded  Popular Question
Oct
19
comment Sony PSM SDK's 2D game engine
Thans a lot for the information
Oct
19
accepted Sony PSM SDK's 2D game engine
Oct
19
asked Sony PSM SDK's 2D game engine
Sep
21
comment 2D character controller in unity (trying to get old-school platformers back)
The first thing I read when I got into unity was that tutorial. The problem is that the control feel is pretty bad. This is why I wanted to find my own solution. On the other hand when you commen about using the Transform.Translate() it is not that easy to do slopes and other things. You must ray cast several times (2 or 3 for the floor, more for the direction your are moving depending on the hero size). For mobile devices raycast is not good, and less if yo ahve to do 5..n per collision detection iteration. Perhaps I could be wrong, but I don't think so.