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Wendelin Reich's Blog   Expert Blogs

 

As an academic-turned-game-developer, I guess I'm an odd bird even by indie standards. My background is in social psychology as well as computer science. I use this background to develop highly resarch-driven character AI in C# and Unity. All my work goes into the mischief.ai middleware library, which features, among other things, lightning-fast and fully dynamic pathfinding for variable-sized characters.

 

Expert Blogs

Posted by Wendelin Reich on Tue, 27 Jan 2015 01:29:00 EST in Programming, Console/PC, Indie
Hackers vs. engineers - which is better? I learned a lesson about the absurdity of this question during the GGJ '15. I developed a hack which made me blush at first, but which turned out to be much simpler than a solidly engineered solution.


Posted by Wendelin Reich on Wed, 27 Nov 2013 09:57:00 EST in Programming
If you've read the previous parts of this series, you know how important it is to avoid heap deallocations in your C# code in Unity. Object pooling is the main technique for preventing deallocations, and constitutes the topic of this third and final post.


Posted by Wendelin Reich on Tue, 19 Nov 2013 08:07:00 EST in Programming
Part 1 provided background information and practical tips on C# memory managment in Unity. This second part, also aimed at 'intermediate'-level developers, discusses how you can uses the Unity Profiler and disassemblers to find unwanted heap allocations.


Posted by Wendelin Reich on Sat, 09 Nov 2013 11:57:00 EST in Programming
Provides background information and many practical tips on C# memory management in Unity. Part 2 introduces tools and techniques for avoiding memory leaks; part 3 discusses object pooling.



Wendelin Reich's Comments

Comment In: [Blog - 05/20/2015 - 02:13]

Combining strangeness familiarity ... that ...

Combining strangeness familiarity ... that 's an interesting idea. It reminds me that some economists and historians see invention in general as a combinatorial process: take two existing but previously unrelated things like steam-engines and horse carts in the 1830s , put them together and you get something new railroads ...

Comment In: [Blog - 05/14/2015 - 02:13]

Michael, just watched the private ...

Michael, just watched the private trailer - you two are my new heroes of 3D realtime NPR. r n r nOnce the game is released, the dust settled and you 've taken your well-deserved vacation, could you perhaps write a more technical, tools-oriented breakdown of how you achieved what you ...

Comment In: [Blog - 05/05/2015 - 01:22]

Interesting article that misses a ...

Interesting article that misses a key point - a lot of small devs are able to roll their own tech because they can nowadays use cheap, powerful game engines. Just look through the Unity Asset Store to see where tech innovation is happening now: r n r n- animation tech ...

Comment In: [News - 05/01/2015 - 04:41]

Agree. Also, will world topology ...

Agree. Also, will world topology updates remember previous topology - e.g., when you do an update, but a previously visible object is now not or only partially visible, will it simply be forgotten r n r nThe problem with a per-request update approach is that it makes processing of topology ...

Comment In: [Blog - 05/01/2015 - 03:24]

Thanks for this interesting and ...

Thanks for this interesting and detailed write-up One question about the generated animations: Does your approach use skeletal animations where it seems to me that the main technical problem would be to generate the bones weights or did you come up with a solution that animates mesh vertex positions directly

Comment In: [Blog - 04/23/2015 - 04:33]

You make a pretty radical ...

You make a pretty radical claim and don 't bother to provide any evidence r n r nIt has often been said that the problem of game design is that it 's full of dogmas which originated as technical limitations, then grew into traditions and ultimately became beliefs. I think ...