Staying Within Your Frame Budget Isn’t Enough on Mobile
I'm making an iOS game at the moment, the first time in ten years I've worked on mobile. I came across an unusual performance issue recently, which in hindsight would've…
I'm making an iOS game at the moment, the first time in ten years I've worked on mobile. I came across an unusual performance issue recently, which in hindsight would've…
Won't run, and crashes the editor If trying to run Bridge from UE5 on Mac results in a) Bridge not starting and b) UE5 crashing, it's the same issue Unreal…
It's fine, he's already dead I've always had a soft spot for the scripting language Lua, for a number of reasons: It's lightweight It's fast It's super-easy to integrate into…
A few years back I wrote Neatly replacing NavMesh with A* in UE4 and ever since I've had a vague notion that it's probably gone wildly out-of-date. As it happens…
I've clocked up over 60hrs on Just Cause 3, and most of it is just gliding about with the wingsuit. There's something very compelling about that calm beauty intersersed by…
As part of the International Festival for Business last week I helped out at Realspace's VR hub in the Liverpool Science Centre. Realspace have recently set up, amongst other things…
Match details: join us tonight 20:00 BST (GMT+1), Steam has to be running, and change your download region to UK/Manchester. I'll be hosting as 'chrismcr'. Download the post-jam game here! https://www.youtube.com/watch?v=-9KD6ll9l1k…
Just over four years ago, for Ludum Dare 23, my friend Pete and I made a game called Escape in C++/OpenGL. The theme was 'Tiny World', which we chose to interpret…
Here's a method for 'fog of war' from an old Unity project. This is the kind used in games like XCOM where the world geometry outside the visible range of…
I've been working on a tile-based game recently, and I wanted to use A* for pathfinding (NavMesh is overkill, and not a great fit). I could've just written an A*…