What's to say? I write code, drink coffee, play with my kids and generally try to enjoy life as much as I can. Started programming with BASIC on my C64, moved on to Pascal, Cobol (who the heck remembers that thing?) and onwards to C, C++ and nowadays mostly C#.
You can check out my other blogs; here and here.
Follow me up on twitter @dissonance_core
And the game I'm currently working on: Buck
Where I explain how I reset the scene view of my Unity scenes to easily fit my 2D projects' requirements.
In which I describe a fairly simple and mostly useless (but still fun) way of measuring coding progress.
In which I detail a simple but useful utility to convert string representations of a bitmask into a bitmask value.
In which I complain about children and components.
In which we get to see the end result of our locking mechanism and I get to write more code.
In which I share my ideas on the importance of locking transform data in Unity during scene editing and begin setting the stage (heh) for a transform locking system.
[Feature - 10/11/2000 - 12:00]
[Blog - 09/30/2015 - 02:03]
[News - 10/01/2015 - 03:19]
When we say that dys4ia ...
When we say that dys4ia isn t a game, we re saying that games can t provide that experience. r nThat 's not what we 're saying at all. When we say that dys4ia is not a game, we aren 't saying anything about games. We 're saying that dys4ria ...
[Blog - 09/29/2015 - 02:22]
My point was that most ...
My point was that most people misunderstand the concepts on which Unity is built on as badly implemented as it is . In the case of Unity using object-orientation is bucking the engine 's design. r n r nAs for when it makes sense It 's when you need to ...
[Blog - 09/15/2015 - 02:53]
[Blog - 09/17/2015 - 02:04]
Nothing ensures success but the ...
Nothing ensures success but the points in this article will definitely work towards raising the chances of a game being discovered by the market. What a joy to read :D