Apps About
Civic Build - 4/6/18

Wrapping it up It’s funny, you never realize how many things are missing until you try to finish up your project. I spent today going over the motor ensuring I had everything I needed for it. Turns out I was missing quite a few bolts, and some misc small things. Read more...

Civic Build - 4/1/18

I like projects And I’m the kind of person that can’t leave a car alone. My civic is a 1993 DX hatch that I picked up off a friend of a friend 3 years ago. When I first bought it, it was an automatic and 100% stock. Cut to today and it’s totally different, it’s gone through rust repair, a paint job, and currently another motor swap. If your interested in it’s full history check out my build thread on D-Series.org. Currently however it looks like this: Read more...

Logging to Unity or Console
Development

Sometimes we want code that can run outside of Unity and that can make things tricky when it comes to writing text to console. Unity has it’s own set of methods for writing to it’s command console via the Debug class with the most commonly used one being Debug.Log(). However in the event you want to create a library of code that can be run within Unity or in the command console (say a game server for example) you’ll need a way to differentiate between the running environments. Instead of wrapping all our Debug.Log() calls in preprocessor directives such as #IF UNITY_EDITOR we can write a simple logging class to handle it for us. While we’re at it well add the ability to write log files since they can be quite useful. Read more...

No Mans Blocks - 3/31/18
Development

Stepping back into Networking These past few months I’ve been on a tangent that wasn’t exactly planned. Diving head first into networking code, and attempting to refactor the voxel engine to support it really burnt me out. During this break I’ve been focusing on the core voxel engine itself. I decided to take the time to really spruce up the voxel engine and add in some much needed features. While I can’t exactly remember every change some of the key ones are: Read more...

Object Pooling in Unity
Development

Creating new gameobjects during runtime can be a costly operation. Multiple this action by 10 or more times in a single frame and you’ll notice a slight hiccup in FPS. One option to counter this is by taking advantage of object pooling. Object pooling is when a collection of inactive gameobjects is kept on standby. When the game needs a new object it can call upon the pool to retrieve an already instantiated instance. Then when finished, the object can be returned back to the pool for later use. Read more...

Greedy Meshing for Vertex Colored Voxels In Unity
Development

TL;DR Full algorithm is at the bottom. Classes for Block, Chunk, and MeshData are defined below the intro. This article goes over how to implement a greedy meshing algorithm for generating optimized meshes for vertex-colored voxels in Unity. The algorithm is derived from Robert O’Leary, with a few alterations made. Read more...

Civic Build - 09/07/15

Now that I’m back at college it’s been hard to make progress on the Civic. I do have a slight update to drop as the hood is just about done now. Read more...

Civic Build - 08/22/15
93 EG Hatch Build

I’ve been quite busy working on the Civic in the past month. I’m verfy excited to shared the journey I’m embarking on, and can’t wait to see how the finished product looks. Read more...

Civic Build - 07/03/15
93 EG Hatch Build

I don’t know why, but I’ve always been a fan of Honda. I just love the simplicity, and elegant styling. Sure they may not be the most luxurious cars out there but they are reliable and that’s a fact. Read more...

Civic Build - 07/06/15
93 EG Hatch Build

The transmission in the Civic was a good deal for the price of $100, but it had a nasty grind anytime you shifted into 3rd gear above 3k RPM. Because of this, and a transmission popping up for sale for $75 bucks I couldn’t resist making the switch. Read more...