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13. October 2011

 

 

Alright, I may be that last person in the world to discover this, but its incredibly handy.

 

Today I was working with a command prompt and realized instead I would be better served using the file browser in this case.  On a lark instead of grabbing my mouse and launching Explorer I simply typed “explorer . “ and up came Explorer open to the current directory.

 

Very cool.

General


13. October 2011

 

Just a quick note to the people, like myself, that are checking out Google’s new game library PlayN.  The getting started guide says to

git clone https://code.google.com/p/playn

 

This will error out if you try it.  Instead use the url http://code.google.com/p/playn.

 

I don’t know if this is a typo, or if the https version is down.  Anyways, a potential show stopper to someone new wishing to check out PlayN.

General


12. October 2011

Logo

 

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


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