Mark Hogan's Blog
I'm an Indie Developer making games on any and all platforms in my spare time under the studio name Popup Asylum. Our games include "Look Out Below!" for mobiles and "Sanity's Edge" for web, which won best of the rest for Edge magazines "Get Into Games" competition.
Currently working at Hidden Creative Ltd as a Technical Artist doing 3D and Unity.
More at the Popup Asylum website and @markeahogan
How we're handling collisions in BeeBeeQ with Unity, where the VR player can put their hands wherever they want, standard physics collisions don't make sense and as a physics based local asymmetrical multiplayer game it's got to stay fair at all times
Implementing easy, simple, realistic and easy conveyor belt physics in unity
Making your Unity game run smoothly on low end devices can be tricky, particularly if you're using the indie version. This post shows a way of authoring your 3D to reduce drawcalls while still making use of tiled textures.
Mark Hogan's Comments
[Blog - 09/11/2015 - 03:54]
[Blog - 04/16/2014 - 03:08]
Great post, clearly explains everything ...
Great post, clearly explains everything I wanted to know without getting bogged down in some of the deeper built in stuff. This post seemed to appear the second I needed it to Nice one