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March 29, 2017
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Wes Jurica's Blog

 

Co-Owner of Gigibit Games

                                                                                                                                                                                                       

Unity is the bane of my existence and a dear old friend. Always looking for great coding techniques and game optimization tips. I'm looking forward to trying the Unreal Engine at some point but, for now, Unity is for me.

 

Wes Jurica's Comments

Comment In: [Blog - 03/13/2017 - 10:09]

This is an interesting topic ...

This is an interesting topic and the game looks great by the way r n r nI haven 't worked in 2D, let alone isometric, but, is it possible to batch sprites on the same Y coordinate grid index objects on the same row That way, for world objects, you ...

Comment In: [News - 02/14/2017 - 11:38]

Oh please. It 's comedy. ...

Oh please. It 's comedy.

Comment In: [Blog - 01/30/2017 - 11:05]

Thanks for the article. It ...

Thanks for the article. It 's interesting seeing how differing the response to games can be. One major difference between your game and our off-road racing game besides the genre of course seems to be the lack of player community around Head of State. Not every game is easily adapted ...

Comment In: [News - 01/26/2017 - 10:56]

Or easily include a half ...

Or easily include a half dozen this is fantasy after all condom wrappers on the floor and night stand. Besides, this isn 't an edutainment title. The developer has no obligation to educate the player on practicing safe sex.

Comment In: [News - 01/23/2017 - 10:25]

It was sold for 4.6 ...

It was sold for 4.6 million and approximately 2 million in Digital Bros stock. Digital Bros bought it outright. r n r n r nhttp://mobile.reuters.com/article/idUSFWN1FA0IA il 0

Comment In: [News - 01/11/2017 - 06:38]

Is this similar to this ...

Is this similar to this Unity plugin r n r nhttps://www.assetstore.unity3d.com/en/ /content/56666 r n r nI know that geometry caching tends to just store transformation data for vertices but, this looks like the same basic idea.