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I am Andreas Loew - creator of TexturePacker and PhysicsEditor. We define the export formats for our tools depending on the needs of the framework developers - in most cases we simply adapt to formats that are already available. Most of TexturePacker's data formats are template based - you can adjust it to whatever you need. We also have 3 generic data ...


7

If you're a beginner, I would say the following is required: Computer $100 midi keyboard from best buy Garage band very good headphones for mastering Watch a bunch of youtube videos of people writing piano rolls and mixing in garage band If you're just learning digital sound, I wouldn't rush out and buy logic, protools, and reason with $1000 studio ...


4

Constant buffers don't create a namespace; their members are visible at global scope. So instead of Frame.model_view_proj you just want model_view_proj.


3

You could concider making the terrain and road in blender and use those in unity. Blender has the power to generate heightmaps from objects, in case you dont want to use the object itself.


3

Almost all sound libraries (DirectSound, XACT, XAudio2, OpenAL, Core Audio, etc.) support changing the playback rate of your sounds. By doing this, you will effectively be changing the sound pitch, so you can use this for example, to make car engines sound higher programmatically as they move faster. Also, many libraries support more advanced sound effects. ...


2

I wrote some code to handling this in my current project public IEnumerator getImageFromWS(string fileName, Action<Texture2D> result = null){ var path = Application.persistentDataPath+"/"+PathToFile+"filename"+".png"; var f = new FileInfo(path); if(f.Exists) { var retVal = new Texture2D(0,0, TextureFormat.RGBA32, false); ...


1

Preventing bad proportions Aside form using actual measures (which is what, being and engineer, I would do for architectural and mechanical designs), there are a few practices that would help an artist keep proportions: Always add a "measure of a man" model. That is a humanoid model of the right size and proportion of the avatar in game to use as reference....


1

In case anyone has, or had the same problem: I found a good solution on a GIT repository provided by a guy identified as Liortal, with additional extensions I made for more templates creations (interfaces, structs, scriptableobjects, etc.), but Liorta's base code was enough to achieve my goals. The use of a EndNamedEditAction inhereted class was necessary ...


1

You could do something like this: public GameObject Gameobj; Gameobj.GetComponent<SpriteRenderer>().sprite = Sprite.Create( www.texture, new Rect( 0, 0, www.texture.width, www.texture.height ), new Vector2( 0.5f, 0.5f ) );


1

'What are the best practices for the creation of asset files' is a huge, huge question, but as a fundamental, the sort of text-based parsing your question starts with is slow, unwieldy and clunky for anything more than trivial data. For example, how do you hope to include WAV data in a text file, since it is binary? As a basic starting point, split your ...


1

www.inkscape.org I'm no programmer, but the 'export', 'GPL', and 'layers', functions of Inkscape should work for about 3 of your wishlist. [Inkscape is an opensource image editor. It's powerful and quite intuitive; and since it uses the GPL liscense (making it FREEware), you can code your own modules and send them in for everyone to use.] Sharing ...


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