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12. October 2011

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Google has released their new open sourced write once run anywhere gaming library, PlayN.  Well if by anywhere you mean Android, Flash, HTML5 or Java that is.  Here is the announcement video:



 

 

In a nutshell, you write your code in Java and it cross compiles to the 4 supported formats.  It’s odd that in the video they announce iOS as one of the platforms that developers need to support ( probably the biggest platform to boot! ) and yet PlayN doesn’t support iOS.  A bit of a headscratcher there!

 

Anyways, I will take a closer look into PlayN and give a review of sorts over the next couple days.

Programming, General , , , ,

5. October 2011

 

So if you want to stay on the bleeding edge, go get it.

 

Or of course you can just wait 10 days for the 2.60 official release.

 

The main changes are:

 

Not really a ton there for game developers yet.  Was kind of hoping 2.60 was when BMesh would get merged in.  Haven’t personally checked this release out and will probably wait for the non-RC release.

Art

2. October 2011

 

This is a pretty common gotcha when working with Unity, but it’s so damned annoying it’s worth bringing attention to it.very-small-baby

 

If you export an FBX model, in this case from Blender, into Unity it might be really really really really tiny, even though you set it’s size up appropriately in Blender before exporting.

 

This is caused by the FBX importer in Unity, which for some reason imports at a scale of 0.01.  Why?  I’m not sure anyone knows, but if you encounter this problem be sure to check this first.

 

Click your imported model in the project panel.

In the Inspector, scroll down to the (FBXImporter) section.

Locate Scale Factor and change it to 1.

 

image

 

 

Now your model should appear… normal sized.  Remember by default 1 == 1 meter.

Programming, Art , ,

1. October 2011

 

 

I love Blender, but one of the hands down most irritating things is the default hotkey for switching between Vertex,Edge and Face editing modes.  CTRL + TAB + 1/2/3 is just too many keys for something common.  Fortunately Blender 2.5x adds the ability to define hotkeys, but it isn’t as easy as you might expect.

 

 

The steps:

 

Press CTRL + ALT + U to bring up user preferences.

 

Select the Input Tab

 

Scroll down and expand 3D View –> Mesh, like such:

image

 

Click the Add New button:

image

 

 

Add the following three entries:

 

image

 

 

In my case I am using a Mac keyboard, which has an F16, F17 and F18 key above the numberpad.  You can use whatever value you want ( that aren’t used in Mesh mode already). 

 

The value entered in Context Attrib is “tool_settings.mesh_select_mode”.  The Value: fields represent what modes to enable, vertices, edges and faces in that order.  So True, False, False says to enable Vertices, but not Faces or Edges.

 

 

Now, voila.  I click “Save as Default” and now I have a single hotkey for toggling between the editing modes.  I really should have done this ages ago.  In the meanwhile I learned the Blender customization is downright amazing.

Art

26. September 2011

Alright, so it happened 6 days ago, but today is the first time I noticed.

 

 

Blender's document has had a serious facelift.  The new version is much nicer and addresses one of the worst aspects of Blender, the so-so documentation.  The content is the same but now it is actually accessible. 

 

 

 

 

Art

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