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Worked at CERN and for many corporations but pirvately loves making games.

Comment History
Chemec
Chemec - - 14 comments @ Perliner

Thanks :)

Good karma+1 vote
Chemec
Chemec - - 14 comments @ Perliner: Voxel work

I was afraid my writing would be badly written and a bit difficult to understand. Great it was helpful, maybe it wasn't that bad after all. Thanks :).

Good karma+2 votes
Chemec
Chemec - - 14 comments @ New illumination lighting replaces obscurance

Visible problems with old obscurance - based lighting.

Good karma+1 vote
Chemec
Chemec - - 14 comments @ Perliner

Hi! Everything is currently procedurally generated, trees, houses, stones or bushes. Even characters.
I'm also searching for some good art software - I have seen Probuilder, it seems quite OK but it's not free. I have seen others but they are not that good. I am considering writing my own in Unity or going for Probuilder. I'll go for the former only if I need the editor in the game (and I don't know yet).
Thanks for the question :). You are doing some fun project and want to share?

Good karma+1 vote
Chemec
Chemec - - 14 comments @ Adventure Craft

Thanks, I did it that :).

Good karma+2 votes
Chemec
Chemec - - 14 comments @ Delegates, Events and Singletons with Unity3D – C#

Hi, I really like how your tutorial and how it made me think how to do similiar stuff in my Perliner game. I especially like the way you explain singletons and delegates. I'm not sure however if the example for delegates is the best one.

If you have a 1000 gold piles in your level, each time a player clicks something, all 1000 gold piles will be notified. Why, if you already know which gold pile should be notified, that is the one stored in hit? you could just do hit.onClick() or something similar...

This way there is only one call and not a thousand.

Beside that, great thanks. I started thinking about refactoring my Perliner code and how to handle similar stuff. I would think I could have a ObjectClick on any clickable (or otherwise actionable) object, and use a Delegate pattern to attach any other component of the object to it.

For example let's have an object enemy with ObjectClick component attached. I could also have an Enemy component attached to it, that would do:

GetComponent<ObjectClick>().OnClick+=OnClick;

The camera's Clicker class would do similar stuff to yours, but when a hit is found, it would do instead:

hit.transform.gameObject.GetComponent<ObjectClick>.OnClick();

This way OnClick() of ObjectClick would call onClick of component Enemy.

What do you think? Or am I doing something strange?

Good karma+2 votes
Chemec
Chemec - - 14 comments @ Adventure Craft

Fun art style, I like it a lot:). When do you expect to let us play it?

Good karma+2 votes
Chemec
Chemec - - 14 comments @ Perliner

Working on it :)

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Chemec
Chemec - - 14 comments @ Perliner, version for CHIP

Thanks:-). What do you mean by the question? The game was done in unity, everything is procedurally generated.

Good karma+1 vote
Chemec
Chemec - - 14 comments @ Making textureless 3D work. a how-to guide.

Great one! I really like what you show us here. I'm using textures in my project, but very lightly, and less and less in each iteration.

Your screenshots are amazing. I would really like to see them in motion. I'm going to browse your profile now :).

Thanks and good luck!

Good karma+2 votes
Chemec
Chemec - - 14 comments @ Perliner

Actually, I have Intel 965 Express on my old Thinkpad X61T and I have on average 20-30 fps, and 60+ without shadows. HD3000 is a lot faster (20x according to some benchmarks). On my Geforce 8800GT desktop I got something like 400+ :).

Good karma+1 vote
Chemec
Chemec - - 14 comments @ Perliner in CHIP magazine

It is also available for download as Windows executable in download section. Give it a spin and tell what you feel about it!

Good karma+3 votes
Chemec
Chemec - - 14 comments @ Perliner extended for CHIP magazine.

Like an orchestra with a director and a bunch of fiersome violinists. Or a kindergarten.

Good karma+1 vote