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Game Development | Development with Unity 3D

Development with Unity 3D

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Game Development | Development with Unity 3D | kanechapters.wordpress.com Reviews

https://kanechapters.wordpress.com

Development with Unity 3D

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robinsonsprojects | Game Development

https://kanechapters.wordpress.com/author/robinsonsprojects

Development with Unity 3D. September 2, 2014. Network Layer for SILO – Photon Cloud Scene Object. Recently I have been working on a network layer that is being created for a specific type of game play. This is a quick recording of the Scene Object (Photon Cloud) in action. The cube is state synced with serialisation, synchronizing the position and rotation. The health is a value of the object affected by the bullet impacts from the client’s weapon. September 1, 2014. Person overlay for the UFPSC. It ...

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01 | September | 2014 | Game Development

https://kanechapters.wordpress.com/2014/09/01

Development with Unity 3D. Daily Archives: September 1, 2014. September 1, 2014. Well it’s been a crazy year for me so far and now I’m back at it. I worked in mobile game development for a while and am now again working on my own project. To kick things off this is a multiplayer proxy I’m working on. It’s a 3. Person overlay for the UFPSC. It also has hooks for serialization and RPC calls to work with photon cloud. Network Layer for SILO – Photon Cloud Scene Object. GUI in Unity, where to go!

3

Networking for A.I – photon cloud | Game Development

https://kanechapters.wordpress.com/2013/08/31/networking-for-a-i-photon-cloud

Development with Unity 3D. August 31, 2013. Networking for A.I – photon cloud. So far I got an architecture, client server com’s and I.A all down and ready for rapid development while keeping it clean. After looking more into networking with photon cloud I noticed that I haven’t seen any networked A.I. I know this is probably down to photon cloud not having a central server, however I believe its possible so I’m going to give it a shot. Little update to this*. One other thing that I’m looking at ri...

4

Networked A.I early draft | Game Development

https://kanechapters.wordpress.com/2013/09/03/networked-a-i-early-draft

Development with Unity 3D. September 3, 2013. Networked A.I early draft. This is my first draft of a networked A.I with photon cloud. It will attack any player over the network, that is within range. It can also swap targets if one player runs away while another is in range. It is very basic, most of the development has been focused on understanding photon and how it can be used to create networked A.I. Can be viewed here:. Link is down due to old server. New post with new system will be posted out.

5

30 | August | 2013 | Game Development

https://kanechapters.wordpress.com/2013/08/30

Development with Unity 3D. Daily Archives: August 30, 2013. August 30, 2013. Client server coms completed! In two days I created a client server player account system, its identical to the flowchart in the last post. It can handle simple and complex server side request while storing all data within an account database. Here is the controller script:. Client to server coms, controller script. Seriously impressed with myself on this one, need celebration beer, after the gym 😉. GUI in Unity, where to go!

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Dive - Quick Fingers

http://www.quickfingers.net/project/dive

Created for the Ludum Dare 29. A game about mystery and diving to uncharted areas. Dive, collect, visit the shop and upgrade your vessel. As an added challenge, this game was made whilst drinking ;). The theme for this Ludum Dare competition was ‘Beneath the Surface’. This initially generated feelings of mystery and exploration. I took this to a logical and perhaps somewhat predictable conclusion and used a diving vessel exploring an uncharted lagoon. Last reply was August 22, 2014. August 22, 2014.

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Development with Unity 3D. September 2, 2014. Network Layer for SILO – Photon Cloud Scene Object. Recently I have been working on a network layer that is being created for a specific type of game play. This is a quick recording of the Scene Object (Photon Cloud) in action. The cube is state synced with serialisation, synchronizing the position and rotation. The health is a value of the object affected by the bullet impacts from the client’s weapon. September 1, 2014. Person overlay for the UFPSC. It ...

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