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Learn - Modules

Learn - Modules
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10 sitios que todo programador de videojuegos debería conocer Todo programador en general y el programador de videojuegos en particular deberías estar siempre al tanto de las últimas novedades. Si te dedicas a programar videojuegos o tienes intención de hacerlo corre a añadir estos 10 sitios que todo programador de videojuegos debería conocer a tus favoritos. GameDev La web por excelencia que todo desarrollador de videojuegos debería visitar diariamente. Enlace | Gamasutra Otra de las más grandes con artículos escritos por verdaderos profesionales de la industria y que no solo se centra en la programación si no en todas las áreas del desarrollo de videojuegs: Diseño, programación, audio, arte, producción y marketing. Enlace | GPwiki Una gran idea eso es GPwiki, una wiki donde se pueden encontrar artículos relacionados con la programación de videojuegos todos muy bien ordenados y categorizados. Enlace | #AltDevBlogADay Un blog que es un tesoro. Enlace |

Unity Manual 50 Tips for Working with Unity (Best Practices) About these tips (Edit: August 2016. I have revised these tips. You can find the new list here.) These tips are not all applicable to every project. They are based on my experience with projects with small teams from 3 to 20 people.There’s is a price for structure, re-usability, clarity, and so on — team size and project size determine whether that price should be paid.Many tips are a matter of taste (there may be rivalling but equally good techniques for any tip listed here).Some tips may fly in the face of conventional Unity development. Process 1. 2. 3. 4. It makes it unnecessary to re-setup each scene.It makes loading much faster (if most objects are shared between scenes).It makes it easier to merge scenes (even with Unity’s new text-based scenes there is so much data in there that merging is often impractical in any case).It makes it easier to keep track of data across levels. You can still use Unity as a level editor (although you need not). 5. Scene Organisation 6. 7. 8. 9. 10. Art

Platform: Under the Hood (Part 2) This post is the second in a series of articles that will be devoted to explaining the Ushahidi Platform at a technical level for programmers and deployers. In the last blog post, we explored how the architecture of the Ushahidi Platform is radically changing from v2 to v3. In this post, I will detail the different types of objects that make up the new architecture and what their role is within the system. If we refer back to the diagram that illustrates the Clean Architecture, the very center is consists of the Entities, followed by the Use Cases layer, and then the layer of Gateways, Controllers, and Presenters. Entities In the Ushahidi Platform, all entities inherit from an abstract base class called Entity, which allows entity objects to define their properties and be constructed from associative arrays. <? And this is the corresponding UserRepository interface today: <? Use Cases <? <? <? Each use case also validates the data object as input by using a Validator object. <? Final Notes

Art Assets – best practice guide Scale & Units Set your system and project units for your software to work consistently with Unity e.g. Metric. Files & Objects Name objects in your scene sensibly and uniquely – this can help you locate and troubleshoot specific meshes in your project:Avoid special characters *()?” Sensibly named objects help you find stuff quickly Mesh Build with an efficient topology – use polygons only where you need them.Optimise your geometry if it has too many polygons – many character models will need to be intelligently optimised or even rebuilt by an artist esp if sourced/built from: 3D capture dataPoserZbrushOther hi density Nurbs/Patch models designed for renderEvenly spaced polygons in buildings, landscape and architecture where you can afford them, will help spread lighting and avoid awkward kinks.Avoid really long thin triangles Stairway to framerate heaven The method you use to construct objects can have a massive affect on the number of polygons, especially when not optimised. Textures

Unity Overview Suggest a change Success! Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Close Sumbission failed For some reason your suggested change could not be submitted. Cancel Unity is a powerful engine with a variety of tools that can be utilised to meet your specific needs. This section is your key to getting started with Unity. Qué hacer después de instalar Elementary OS 0.2 Luna Veo que mi primer post tuvo muy buena aceptación, intentare seguir posteando material útil y algún que otro post de humor… Se que es un poco tarde pero les traigo algunos tips para Elementary OS :) 1. Ejecutar el Administrador de Actualizaciones Es probable que luego de haber sido lanzado Elementary OS Luna hayan aparecido nuevas actualizaciones de los distintos paquetes con los que viene la imagen ISO que distribuye el equipo de Elementary. Por esta razón, luego de terminar la instalación siempre es recomendable correr el Administrador de Actualizaciones o ejecutando lo siguiente desde un terminal: sudo apt-get update sudo apt-get upgrade 2. Accede a Language Support desde System Settings y desde allí vas a poder agregar el idioma que prefieras. 3. Afortunadamente, el instalador de Elementary OS te permite instalar todo esto desde el principio. En caso de que no lo hayas hecho, podes instalarlos de la siguiente manera: Driver de la tarjeta de video PPA con drivers para tarjetas ATI 4. 5. 6.

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