As part of performing some initial prototyping and load testing for our next game we had to determine how to implement the physics system. For our game we required a dynamic world and the ability to simulate 100-500 agents. That kind of target is right on the edge of needing to write a bespoke system so as […]
Posts Categorized: Game Development
I’m Scott Richmond, the Producer and a programmer at Brightrock Games. I am lucky enough to have been able to go through the experience of Kickstarting and, as of April 2015, successfully releasing our game War for the Overworld. WFTO had a considerable amount of writing in it as well as voice acting, and in this article I […]
Git can work fine with 3D Games out of the box. However the main caveat here is that versioning large (>5MB) media files can be a problem over the long term as your commit history bloats. We have solved this potential issue in our projects by only versioning the binary asset when it is considered […]
When working within a team of programmers I have always found that maximizing collaboration between programmers in the design phase has great benefits down the road. Even if a programmer isn’t expected to work within the implementation of a specific design I find they still get great value out of knowing, at least at a […]
Unfortunately the Unity3D developers have not yet seen fit to setup Unity Editor to work with Visual Studio 2012 and so one has to do a little work to get it setup manually. Here is how to get it working.