Monthly Archives: September 2013

Deformable terrain test (but don’t get your hopes up too much)

I took a bit of a break from the usual things and did a few experiments with deformable terrain over the last day or so. I’m using Unity’s built-in terrain solution. I don’t think I’ve mentioned deformable terrain for Scraps before but it’s something I’ve always wanted to do with it; cannons creating craters and […]

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Scraps 0.2.3 update

Available for download here as usual. I wasn’t going to do an update to the builder demo just yet, but I’ve fixed some major stuff so it’s worth making it live. The Mac mouse offset bug should be fixed, where the mouse cursor showed in a different place to where it actually was on first […]

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Minutiae

So, in Interstate ’76 there are repair buildings in multiplayer that look like this: In case your childhood memories just got destroyed, that’s a software rendering screenshot – the game can look a little better than that. I need buildings too, that you can get back to to repair and modify your vehicle during a […]

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Scraps to exhibit at DigitalNationz

DIGITAL NATIONZ is on at the Vector Arena in Auckland over the weekend of the 28th and 29th this month. Unfortunately here in NZ we have a habit of presenting everything in a way that says “here’s the product, and also, it’s NEW ZEALAND!” and the name reflects that complete with entrenched all caps. It’s […]

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Multiplayer and client prediction in Unity

Basic multiplayer in my test app seems to be working well. It’s nearing the time to integrate everything into the main app. Still a long way to go. The whole networking system in Scraps is a bit unusual because Unity’s physics (which I’m using extensively) can only run in real time, but I also want […]

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