Monday, December 30, 2013

A Unity Tech Tree Editor

I'm about to release a Tech Tree editor tool for Unity.

To test usability and work out how improve the interface, I used it to build the tech tree used in the game Homeworld, which is split into Research, Structures and Ships groups.



It takes care of build times, resource costs for any number of different resource, mutex branch points as well as multiple factory types.

UPDATE: Now available on the Unity Asset store.

Friday, December 06, 2013

Swarming Boids in Unity3D

I wrote a swarming agent tool based on the famous Boids algorithm. I'm using this for swarms of Alien spacecraft. It is well optimised, though I might find some room to improve on that later.

Available on the Asset Store or send me a email if you want to try it out.

Sunday, November 24, 2013

WIP: Generic Node Graph Editor Framework

This hard-to-see screenshot is a Generic Node Graph Editing framework I'm building. I'm hoping it can be used for any kind of node editing system within Unity3D. It will come with undo/redo/copy/paste etc and serialisation to a Unity asset working out of the box.

I like making tools for game development, but now it seems I'm making tools in order to make other tools. Hmm should this worry me?

Tuesday, September 24, 2013

Dungeon Level Editor

I'm building a dungeon builder for a client. He supplies the art, I make the code.  I really like making these kind of nifty tools, which make life easier for designer types!


Tuesday, July 23, 2013

Mod Tools for Unity3D Games

A WIP screenshot...


Friday, June 28, 2013

React V2 is coming...

React is a tool for creating AI controlled agents in Unity3D, using behaviour trees. Drop me an email if you would like to test it!

Saturday, March 09, 2013

Footy Boss Game has launched!

The project I've been working on for the last 9 months has now launched!

footyboss.com.au

It is a very big, very complicated game where the player manages every aspect of a team of Australian Football players.

The main simulator engine is written in Python, which I generated from the client's specification. It's not often a spec is detailed enough, and so well structured you can generated code from it! In total there is over 10000 lines of code just in the match simulator. The simulator generates a 1MB match log for each football game played, which can then be viewed as a real game thanks to a 3D visualisation written with Unity3D.

Some code statistics:

Sim Visualisation: 50000 lines of C#
Game Server: 27000 lines of Python (10000 auto-generated)
Game Front End: 5000 lines of Javascript (ExtJS framework)
Database: 90 tables, 35 functions.



Wednesday, January 02, 2013

Unity4 Toons in Space

This asteroid station is using a my custom space toon shader.

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