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.
[News - 06/22/2015 - 04:57]
[News - 06/22/2015 - 06:39]
[Blog - 06/05/2015 - 01:14]
[News - 06/08/2015 - 04:08]
[Blog - 06/03/2015 - 02:15]
I have a feeling we ...
I have a feeling we 're actually arguing for similar things but from a different approach vector :P and thus, semantics :D r n r nI 'll dig up some research as well to cite which I don 't have at hand . But thanks for another perspective.
[Blog - 06/04/2015 - 04:56]
If you assume that at ...
If you assume that at least 50 of your customers are assholes but want to sell them your game and not offer a refund it means you are knowingly promoting your game to: r n1. assholes. r n2. people you know don 't actually want to spend money but could ...