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Member Since 25 Mar 2003
Offline Last Active Jan 10 2016 05:35 AM

Posts I've Made

In Topic: [RELEASE] Unreal.js ; Javascript + UnrealEngine

03 December 2015 - 03:24 AM

Looks awesome! How does the JS to UE API calling work? Would it be possible to create editor plugins using this or modify it to do so?

In Topic: Help with theory of loading assets in memory with Unity.

28 November 2015 - 09:25 AM



I'm not sure what you mean with point 3, but from the rest some points:


- make sure you use binary .obj or even better some custom format which requires almost no conversion for feeding into Mesh objects 

- pool GameObjects as creating them is expensive

- pool Mesh objects and use MarkDynamic() (never tried this but should save overhead) 

- creating mesh colliders is expensive, unfortunately there is not workaround for this as Unity does not support mesh collider cooking


If you're feeling brave you could move your data loading to native C++ if the loading is the bottleneck.

In Topic: Need advice to create a grid that follow a terrain

30 August 2013 - 08:22 PM

I can think of several ways to do this all depending on the amount and sizes of the maps:


The grid is most likely "fixed" meaning that the center of the grid is always at 0,0,0 in world space


- manual: simplest, make an editor where you can "mark" cells to be usable in the game


- semi/manual: make an editor where you mark areas (similar to collision/nav meshes) that can be used in the game, then the editor will figure out which cells fully fit inside those meshes. You could do this by checking for every cell if all 6 points are inside.


- automatic: the editor figures out what areas of of the visual meshes are around a certain height and then figures out which cells fully fit in there


Last 2 could be combined with the first to correct miscalculations by hand.

In Topic: Do I need to prevent deadlock for a game like this?

03 October 2012 - 09:59 PM


Sorry I was assuming the workings of this game was clear. With this game you can only connect blocks if they:

A: have the same image


B: there is a unobstructed line possible between them with a maximum of 2 turns in it.

I know for a fact this kind of game never gets deadlocked (my fiancee plays it very often and says it never gets stuck, which I believe)