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visits member for 2 years, 10 months
seen Apr 15 at 7:50

Software Engineer, with a degree in Distributed Systems.

I went through Networking (protocols design, TCP/IP etc...), dev (ASM, C, C++), sys admin and maintenance (Solaris, Linux, Windows), web dev (PHP, JS, Macromedia stuff, AJAX), reconverted to video games dev (handheld devices) fo a AAA games company.

Now I am an independent iPhone/mobile/web dev.


Mar
20
comment Retrieve the original prefab from a game object
@jhocking I edited my question. Might give you more insights into what we are trying to achieve. This project is our unity test project... I already tested Unity 4 years ago but we rejected it for the numerous shortcomings. Now I work as an indie dev and I thought it might be more adapted for a small team. So I'm trying to find the right way of doing things in Unity.
Mar
20
revised Retrieve the original prefab from a game object
added 908 characters in body
Mar
19
comment Retrieve the original prefab from a game object
In other engines you usually have the templates (prefabs) by ID or by name (string). This way you can save the objects in the save games without having to save all the components (models, textures, default data...) You just save the dif between the object and the template. In unity the template is not accessible, you can't retrieve its name. And creating a list of objects-prefabs by hand simply makes the visual editor redundant as i can keep all the data in one place (list) instead of spreading it all over the place.
Mar
19
comment Retrieve the original prefab from a game object
@jhocking I might not have been clear enough... I want to be able to instantiate them at any time. Even when the game is launched without ever calling the original scene. I'd like to avoid launching a few hundred scenes just to retrieve the original objects.
Mar
14
reviewed Approve suggested edit on Detecting walls or floors in pygame
Mar
14
reviewed Approve suggested edit on What is a Pool?
Mar
13
comment Passing a list of existing entities to a new client when using a component system?
@michael try compressing the data you send. have a look at my edit.
Mar
13
revised Passing a list of existing entities to a new client when using a component system?
added 190 characters in body
Mar
13
revised Passing a list of existing entities to a new client when using a component system?
added 222 characters in body
Mar
13
revised Passing a list of existing entities to a new client when using a component system?
added 404 characters in body
Mar
13
answered Passing a list of existing entities to a new client when using a component system?
Mar
11
comment Box2d stopping the movement of an object
@Byte56 looks like the question is solvable now.
Mar
9
answered Entity Component System for HUD and GUI
Mar
3
asked cocos2d-html5 & cocos2d-js compatibility
Feb
17
comment Retrieve the original prefab from a game object
With dozens of prefabs and multiple objects per prefabs it'll be a chore to setup each object. I can't understand how such simple functions can be missing in the 4th release of an engine.
Feb
17
asked Retrieve the original prefab from a game object
Feb
17
comment Run a few seconds of simulation just after loading a scene
@ChrisMills-Price I understand Unity is very limited when it comes to handling things outside of the sandbox provided by the scripting engine. So I'm just looking for a way to hide the physics fast forward. Maybe just displaying a loading message while running the scene hidden would do, but if there is a better method I would rather not increase the "loading times" between the scenes.
Feb
14
asked Run a few seconds of simulation just after loading a scene
Dec
21
comment How can I list files in a folder from JavaScript in cocos2d-x?
Unfortunately it doesn't help. I'm looking for an API to list available files in a folder. I can read any file y name, there is no problem with that.
Dec
20
comment Variables in static library are never initialized. Why?
@Byte56 It makes sense. Yet it's strange to not have a way of migrating questions after some time, more so when rules change in a way which requires the questions to be asked elsewhere.