50,116 reputation
9107190
bio website byte56.com
location Portland, OR
age 31
visits member for 3 years, 5 months
seen 1 hour ago

I work full time at a big software company, when I'm not doing that I'm developing games. I keep a development blog at www.byte56.com and you can follow me on twitter.

I've created a course with Lynda.com to teach advanced scripting with the Unity 3D engine, check it out!


Oct
16
comment Issues with ECS performance
When I say ECS I'm talking about component based systems in general. These systems are really just higher level ideas. How you implement component lookup (for example), is not defined as part of the system. I was primarily addressing your first question, where you say "remaining true to classic implementation". Just that there is no "classic implementation". If you see a way that works better for you, go for it. Don't worry about staying true to anything :)
Oct
16
answered Unity yield WaitForSeconds() not working
Oct
16
comment Issues with ECS performance
Remember that ECS isn't a strict set of rules or a specific way of implementing things. It's just an overall architecture. You can change it to work for you however you like when implementing it.
Oct
15
comment Get speed from vector using box2d and javascript
You'd have to find out what the values are going into the equation to find out why you're getting NaN as a result. Speed is the magnitude of the velocity vector, so it appears you're doing things correctly (if you're using the correct syntax). Likely something is wrong before you perform this calculation. Basic debugging steps like outputting your velocity x and y values will help you track down what's going wrong.
Oct
15
comment How to create a sun (shining) and a moon in a 3D world? (Using specular light.)
Yep, getting started is often difficult. It looks like you have some ideas of your own to chase down. Alternatively, you can join chat and ask around for opinions on what to try.
Oct
15
comment Push Notification to start a scene
Did you Google it first? First result
Oct
15
comment How to create a sun (shining) and a moon in a 3D world? (Using specular light.)
There are lots of ways to create the effect you're after. You could use 3D models, sprites, shader effects, skyboxes, etc. With each way comes a different function for updating it to move around the sky. The way you want to do it is up to you, if you need help with implementing the choice you make, ask specific questions about where you're stuck implementing it.
Oct
15
awarded  multiplayer
Oct
14
comment Using IPAD's as controllers for a Unity game
True, using the accelerometers would make for an easy control scheme.
Oct
14
comment Using IPAD's as controllers for a Unity game
As a side note, I think you'll have a hard time using iPads as controllers if the player is supposed to be looking at the projected screen. A touch screen does not make a very good controller, unless the controls are very simple.
Oct
14
answered Using IPAD's as controllers for a Unity game
Oct
12
revised How to make background to stage in kineticjs
added 5 characters in body
Oct
11
comment Changing a single component of a prefab?
Possible duplicate: gamedev.stackexchange.com/questions/83526/…
Oct
9
comment How to make gravity in Blitz3D?
It's not really clear what about jhocking's comment worked for you. Can you post your own answer with details about how you got this to work, and what the problem was?
Oct
9
comment How to make gravity in Blitz3D?
This might be the hint that lead to a solution, but I don't think it's an answer on its own.
Oct
9
answered Why does my A* implementation overflow the stack?
Oct
8
reviewed Close OpenGL / Soil Image Loading Difficulties
Oct
8
revised Protecting tilesets
added 41 characters in body
Oct
8
answered Protecting tilesets
Oct
8
comment How to pass a turn to AI and draw its move in a game?
OK? The onClickListeners should be calling a method that takes an ID, the AI can use the same method that's being called by onClickListener. Remember that this site isn't for discussions. Comments should be used to request clarification in an answer, not ask additional questions or discuss how you specifically might implement this with your design.