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• ### Similar Content

• Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

Hope you like it!

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
• By GytisDev
Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.
• By aymen
please any know how can i' calculate the centroid from any number vertices

# Unity Which GUI?

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I am going to work on a map editor and I have to choose a gui to use. Preferably it would be cross-platform and OO but thats not necassary. It must however work with Dev-C++. I tried to use wxWidgets a while ago but I had problems with it and no one could help. Just in case you where wondering the thread is here

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whoah. show an example program that generates those errors.

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//main.h#ifndef _MAIN_H_#define _MAIN_H_#include <wx/wx.h>class MainApp : public wxApp{  public:    virtual bool OnInit(void);};class AppFrame : public wxFrame{  public:    AppFrame(const wxString &title, const wxPoint &pos, const wxSize &size);    // event handlers    void OnQuit(wxCommandEvent &event);    void OnAbout(wxCommandEvent &event);  private:    // any class wishing to process wxWindows events must use this macro    DECLARE_EVENT_TABLE()};enum{    // menu items    MainApp_Quit = 1,    MainApp_About};/********************************************************** * Event tables and other macros for wxWindows ********************************************************** * The event tables connect the wxWindows events with the * functions (event handlers) which process them. It can * be also done at run-time, but for the simple menu * events like this the static method is much simpler. * **********************************************************/BEGIN_EVENT_TABLE(AppFrame, wxFrame)    EVT_MENU(MainApp_Quit,  AppFrame::OnQuit)    EVT_MENU(MainApp_About, AppFrame::OnAbout)END_EVENT_TABLE()/***************************************************************** * Create a new application object: this macro will allow * wxWindows to create the application object during program * execution (it's better than using a static object for many * reasons) and also declares the accessor function wxGetApp() * which will return the reference of the right type (i.e. MyApp * and not wxApp) * *****************************************************************/IMPLEMENT_APP(MainApp)#endif _MAIN_H__

//main.cpp/******************** *  Implementation ********************/#include <wx/wx.h>#include "main.h"// program execution "starts" hereboolMainApp::OnInit(){    AppFrame *frame;    frame = new AppFrame("Application",                         wxPoint(50, 50), wxSize(450, 340));    frame->Show(TRUE);   /* success: wxApp::OnRun() will be called which will enter the main    * message loop and the application will run. If we returned FALSE    * here, the application would exit immediately.    */    return TRUE;}// frame constructorAppFrame::AppFrame(const wxString &title, const wxPoint &pos,  const wxSize& size)  : wxFrame ((wxFrame *) NULL, -1, title, pos, size){    wxMenuBar *menuBar;    wxMenu *fileMenu;    wxMenu *helpMenu;    /* "A" is the name of the application's main icon,     * as set by Dev-C++     */    SetIcon(wxICON(A));    // create menus    fileMenu = new wxMenu("", wxMENU_TEAROFF);    fileMenu->Append(MainApp_Quit, "E&xit\tCtrl-Q", "Quit this program");    helpMenu = new wxMenu;    helpMenu->Append(MainApp_About, "&About...\tCtrl-A", "Show about dialog");    menuBar = new wxMenuBar();    menuBar->Append(fileMenu, "&File");    menuBar->Append(helpMenu, "&Help");    SetMenuBar(menuBar);    // create a statusbar    CreateStatusBar(2);    SetStatusText("Ready.");}/***************** * event handlers *****************/voidAppFrame::OnQuit(wxCommandEvent &WXUNUSED(event)){    // TRUE is to force the frame to close    Close(TRUE);}voidAppFrame::OnAbout(wxCommandEvent &WXUNUSED(event)){    wxString msg;    msg.Printf("Application version 0.1");    wxMessageBox(msg, "About", wxOK | wxICON_INFORMATION, this);}

Well there we go.Hope it helps you help me.