Posts
# Restoring the transmission My girlfriend and I went on a road trip to Vermont to pick up this transmission. Funny enough I wasn’t able to find only a transmission so I had to buy a B18b1 engine to get this guy. Read more...
# New Transmission Mount Installed Progress wise not too much more has been done on the Civic this week. I had to help out my girlfriend put new front brakes + an oil change so I wasn’t feeling too motivated after that. Read more...
# Building Up the Network Logic While this week may not have much to show for it has built a solid foundation for networking. I spent some time refactoring the pre-existing network logic to try to clean things up. Read more...
I’m in the middle of swapping a B20B into my 1993 civic, and I had to buy (just about) every bolt / nut on the engine and transmission since I was missing so many. Read more...
# 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. Read more...
# 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. Read more...
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. Read more...
# 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. Read more...
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. Read more...
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. Read more...