fabiochiu/medium-articles huggingface dataset:
The Light At the End Of The Tunnel (that is 2020)
By: Fleur Sauvage
Tags: Self Improvement, Holidays, Meditation, Unity, Social Justice

Photo by Hassan OUAJBIR on Unsplash

Morning meditations are an essential part of each day. I hold mine in the living room, joined by the Christmas tree. After a deep dive inward, I open my eyes and am greeted by a beautifully lit pine, lovingly decorated with ornaments from friends and family alike.

There are also many gifts underneath, a few still sitting patiently to be opened. I swell with gratitude knowing that this is not the case for many around the world —

but the greatest gift has become the tree itself.

The lights are nestled deep in the branches, causing the tree to glow from within. This wonderful seasonal glow casts decorative shadows upon the surrounding walls giving a very alive, sort of, ‘humming’ quality to the room. This hum led to an insight: We are, all of us, like this tree. A humming glow, within a form, casting shadows — and what is reflected is only a representation of what is within.

Some shadows are a direct result of our own collective actions: Political turmoil and social injustices, while others are either partially or completely out of our control: Climate shift and a global pandemic.

The resulting feelings can be best described as a ‘collective anxiety’. Unable to deal with the unrest, people are helpless to stop their reactive behaviors — causing further unrest, reaction, and anxiety

And the snowball effect continues pushing us further into the shadows.

These shadows loom so largely they seem insurmountable.

I know that these are challenges here to teach us.

How many impossibilities have we conquered as a species?

I know that these are only growth opportunities.

So, what is there to learn?

Do not attempt to fight these shadows. You will be moving away from the source, from that light that you are, deepening the darkness around you. Attempts to destroy or remove the things you see as wrong, unjust, or evil only obstruct this original light — turning you and your actions into the same shadows you are fighting against.
มาแก้สระลอยใน Unity Text, Text mesh pro กัน
By: Inspiretale Studio
Tags: Text, Unity, Fonts

We are indy game studio in Thailand. We are interested in casual and RPG in Cute stylist art.
Integrate HMS to Unity Game(Part I)
Tags: Plugins, Unity, Huawei, Hms, Huawei Mobile Service

Hi everyone, in this article series we will Integrate HMS to our Unity Game.

We will integrate these kits.

1) Huawei Account Kit

2) Huawei Push Kit

3) Ads Kit

4) In App purchase

5) Game Services

6) Huawei Analytics Kit

7) Crash Kit

8) Remote Config

First, let’s start by creating an app in AGC and adding the plugin to our project.

Create an application on HUAWEI Developer(use this link for details).

Enable the HUAWEI services.

2) We will add plugin to our project. This plugin have two branch for Unity versions.(version 2019 used)

Download plugin from this for Unity version 2019.x.

Download plugin from this for Unity version 2018.x .

Import package to unity.

Then select downloaded package and click import.

Download agconnect.json file from AGC.

Then open project_path\Assets\Huawei\agconnect.json replace with you downloaded from AGC.

Update App ID, CP ID and package name, this information exist in updated agconnect.json file.

Now we can start the integration. I divided this series into 2 parts so that it is not too long. This will be the first part of our series and here we will integrate Account Kit, Push Kit, Ads Kit, In App Purchase, Game Services.
Power Of Organization
By: Ab Singh
Tags: Power Of Woman, Unity, Storytelling

Sushma was lost in those old memories today, when she started her work by gathering the women of the village.

Sushma not only changed her life, but changed the fortunes of the entire village including the women of the village.

A small effort by Sushma brought such a change in the village that it emerged as a source of inspiration for the surrounding areas.

It is about those days when the migration from rural areas was increasing in Uttarakhand, the villages had reached the verge of evacuation, Sushma's village was not even untouched by this, due to the lack of employment in the village's majority of youth employment. They had migrated to cities in search of employment and now only women, children and elders were left in the village.

Due to the migration, the village was deserted and at night it was a bit frightening, even a few shops in the village had reached the verge of closure due to migration.

To Read this story click on link
Write with me on Civic Ink
By: Sarah C. Brockman
Tags: Join, Unity, Politics, Inspire, Write

Write with me on Civic Ink

Photo by Andrew Neel on Unsplash

UPDATE: There has been a lot of pivoting on this publication. I am growing in my understanding of where I want to take this publication. I have ideas on how to grow this publication, and what it could become. It is going to be more focused on Civic life, and how all sectors, particularly government and nonprofits, can help with bridging our divides and putting an end to inequality in a nation that is about equality. If you have an idea that you feel works in this publication, please comment bellow. I’ll be happy to discuss it with you.

Original Post below.

As I sit here on this golf course called Medium, (thank you Stephanie Gruner Buckley for that analogy), I noticed that my ideas transcended simply choosing a topic and writing about it every so often. I wanted to bring together a group of writers who were dedicated to politics, but not in a “he said, she said” way.

I wanted to do something with the written word to help unite our nation. Then the idea for this publication was born. Civic Ink became its name.

The inner skeptic in me, and you, asks: Is it possible to do this on a digital publication?

My answer: Let us find out. I sure believe it can be. Words are incredibly powerful. There is a reason censure is often used by authoritarian regimes around the world. There is a reason that the first to be attacked in the demise of a free society are those who are journalists, artists, and writers.

The power of words is clear from history. It is clear in documents like the Magna Carta, the US Declaration of Independence, the US Constitution, The UN Charter, and the Universal Declaration of Human Rights among others.

Words matter.

So write with me on Civic Ink. Let’s make it a place to inspire unity by finding common ground through the written word. I look forward to hearing from you soon.

S. C. Brockman
Difference between Awake & Start methods Unity
By: Deepesh Soni
Tags: Unity, Awake, Start

Awake is called only once when script instance is being loaded. So it is called either when an active game object that contains the script is initialized when a scene loads or when an inactive GameObject is set to active. If scene is being loaded multiple times Awake will be called each time.

Start is called on the frame when a script is enabled just before any of the Update methods are called the first time. Like Awake, Start is also called only once in lifetime of script.

Key Points to Remember

GameObject is disabled: Neither Awake nor Start will be called.

GameObject is enabled but Script is disabled: Only Awake will be called. Start will not be called in this case.

Both GameObject & Script is enabled: Both Awake and Start will be called as usual.

I hope this will give the basic understanding. These are also well covered in scripting references, so I’ll just link that for further clarification Awake & Start.
Connect any ERC-1155 Token + Unity in 10 minutes
By: Leon Do
Tags: Nft Collectibles, Unity, Nft, Erc1155, Ethereum

Overview

Non fungible tokens are on the rise. We’ve seen it in digital art and collectables. We’re now starting to see it in games, VR and AR. But there’s a catch… The tech used to build websites is different than games.

Market

When you look at the crypto space, the top 25 dGames are pwning the rest of the market by an order of magnitude. These are games pulling in $100k — $1 million in volume. What makes these games so compelling?

Out of the top 25 dGames, 10 use Unity’s gaming engine.

Building a game is different than a website. What separates these top dGames is their proper use of tools. They were able to somehow connect their Unity project to the blockchain and stack wei.

Would it be nice to have their tooling and compete with the top 25 dGames? (this is not a rhetorical question).

Tech (no crypto knowledge required)

There’s a steep learning curve to writing smart contracts and building games. Connecting both is challenging.

The beauty with Unity is the ability to abstract a lot of the complexities to fill-in-the-blanks and drag-n-drops.

Simply copy here

and paste here

Everything will connect behind the scenes.

And for more tech savvy users, getting the balance should be like this:

Demo

For a working demo:

To purchase the items:

Ducky:

Metamask Fox:

Protocol Labs:

Example transaction

https://etherscan.io/tx/0xa18f92b9e57a888bebc203ea9f79effcdac17e9f03e79bb9ad3ce30091d354dd

Alpha

To get early access and announcements, contact us directly on Discord.

Also, Read
From Photographer to Video Game Creator — Day 17
By: Myles Marion
Tags: Software Development, Unity, Videogames, Coding, Games

Spent most of today on a plane traveling from Hawaii to North Carolina, but lucky for me I had plenty of coding to do!

I started another weapon powerup for my Player today. I was pretty excited for this since it was really the first objective that was totally up to us. I decided to add a weapon that would act as a reflector for Enemies and Enemy lasers. The idea is to have the Player launch out a capsule that will fly upwards and spawn a barrier from its location of destruction. This barrier will then hover back and forth on the screen for a set amount of time while deflecting Enemy lasers and destroying Enemies that come in contact with it.

First up was to create a new object with a new script. This script will be for defining the capsule that will be launched from the Player object. This capsule is set to a slower speed and coded to destroy after 1.5 seconds. Here is a look at the beginning stages of the script:

I also made sure that the barrier powerup was able to be collected by the Player. This sets “_canBarrierFire” to true which allows the Player to fire the barrier. I included a quick debug to double check that the scripts were communicating correctly.

At this point I made a simple object image for my barrier just so I could visualize the Player instantiating something other than the laser. It works!

Now it’s time to make it look cool. Using Procreate, I drew up a barrier that would take the place of the previous image. This barrier has some lights and bright bars, and it will also have a thruster animation playing underneath it!

The final task for the day was to create the capsule that would be carrying up the barrier from the Player. I haven’t finished the textures on this object yet, but I’ve got the outline and lights added.

I’m really enjoying creating and adding my own images into Unity. It really opens up the possibilities of what I can create!

Tomorrow is Christmas Eve so I may be MIA for the next couple of days, but I’ll be sure give some updates this weekend!

Cheers!

Myles M.
[Unity] Cell Division and Growth (1)
By: Question Kid
Tags: Computer Graphics, Unity

Cell Division and Growth Simulation

Growth : get larger with time

: get larger with time Repulsion : collide with other cells

: collide with other cells Division: divide into two under certain conditions

Buffers

// Store particles and pool indexes

private GPUObjectPingPongPool particlePool; // Store the indexes of the dividable particles

private GPUPool dividablePoolBuffer; // Store rendering info

private ComputeBuffer argsBuffer;

GPU Object Pool

PingPongBuffer: Default Read/Write buffers for handling particles PoolBuffer: Append/Consume buffer for pooling CountBuffer: IndirectArguments buffer help count the numbers

Kernels (Particle)
Movie Making
By: Jeff Shaw
Tags: Gamedevhq, Unity

I continued moving thru the Cinematography course today. The cinematography features are so cool and rich. I am a bit of a film buff, and I love being able to interpolate between any two camera angles by just overlapping them in the Timeline. It gives some possibilities for shots that would be impossible or very difficult in the real world, like Orson Well’s famous epic continuous opening shot in “Touch of Evil” — following multiple characters from the street, in a car, and everywhere in between with no cuts. You could make things in Unity that would be even more extreme.

In Unity you can even introduce noise into the camera movement to simulate a handheld shot.

Darren Rappels in

I’ve been building up countless Cinemachine virtual camera angles for my cinematography app. Here showing Darren as he rappels into the jewel room:

Followed up on some more Linked-In communication, great to meet old friends again and new ones. My friends list has grown from about 5 to almost 50 in just a couple of days working on it. But their system has locked me out of doing too much more due to too much activity. Also looking at some of the intern’s websites, Riley has made a nice one. Most of my contract work has come my way from referral from previous clients and partners, so makes sense to maintain and grow these networks.
Completing an Alpha version of Space Shooter
By: Troy Lyndon
Tags: Unity, Gamedevhq

Now that all features of the game have been completed, the waves and levels have to be considered and I’ve found using arrays to be the easiest way to set them in C# within Unity.

The game supports several enemies, several power ups and a few different weapons. But each wave and level needs to be designed so that the earlier waves have fewer enemies and the game doesn’t become too difficult too quickly. In fact, there are a whole host of variables that need to be adjusted to “balance” the game.

Additionally, there are other details like the speed of the player, the speed of lasers, the enemy’s lasers and types and speed for each of those.

Then, the frequency that the game should spawn power ups, which in all but one case, benefit the player, need to be adjusted.

If the game is not “balanced” properly for any of the waves and levels, the game will become unappealing for gamers to continue play.

My goal this week is to properly complete the settings for each wave and level and then balance its play-ability.

Some games require more time balancing play-ability to create the most fun, and this could become the most difficult part of completing the game. For now, I’m working to create settings for 3 waves through each of 7 levels.

Special thank you to Jonathan at GameDevHQ and the Economic Development Alliance of Hawaii for making this learning program available for those of us impacted by Covid-19.
Timeline and Cinemachine
By: Jeff Shaw
Tags: Gamedevhq, Unity

Getting more experience with Timeline and Cinemachine in the Stealth course. Animating objects with timeline and using the curves. Smoothing out tracking with dampening. Learned a cool trick never used before locking the inspector so you can maintain access to certain setting in some situations like when doing animation. The dolly setup was giving me difficulty even though I had used it in the Unity tutorials, the track was not appearing and adjusting as anticipated. — Appears the main problem was I didn't have Gizmos turned on and why I couldn’t see the track and other indicators.

Reorganized the intern teams with as little impact as possible due to some folks leaving the program, but have a new lead.

Took a look at the Unity for Humanity program supporting different sorts of apps with cultural benefit. Thinking this can be a good place to apply next year for assistance with the Hawaiian cultural VR app I want to create.

Spent a lot of time reviewing and adding more Linked-in invitations to my embryonic account. Jonathan has been emphasizing the importance of developing a robust online presence to promote your work. I did so much searching and adding late last night that the system said I needed to purchase a Premium account to continue user searches, and it would be locked for a month otherwise. Unexpected disappointment.
Day 20: New course more learning!!
By: Jhon Vergel
Tags: Unity, Gamedevhq, Motivation

Now the first project was succesfully done the source code and game in a web build can be found in my webpage Vergel.tech. I am happy with the result and excited for new challenges to come.

In that spirit, with no wait today i started the next course from GameDevHQ, this one is focused in materials 3d scene creation, cinematography in general and at the end a stealth game also as a portfolio project. Today i was focused on learning about ilumination materials with simple shaders and transparency for windows.

So, the plan moving forward is going to be to speedrun this course, full time 4–8 hours learning every day, also i am doing on the side a IBM course via Coursera is part of a specialization in data science, so the time will be divided with both, but at the same time im appaying and having job interviews, so busy days and weeks, learning and creating even weekends, 24 of december, new year eve, no stopping really happy to have the means and oportunity.
[Unity] Counter Buffer
By: Question Kid
Tags: Computer Graphics, Unity, Gpu

Declare counter buffer:

var buffer = new ComputeBuffer(size, sizeof(int), ComputeBufferType.Counter);

counterBuffer.SetCounterValue(0);

Use it in compute shader:

RWStructuredBuffer<int> counterBuffer;

int count = counterBuffer.IncrementCounter();

int count = counterBuffer.DecrementCounter();

Still need another argument buffer to get the count of the counter buffer:
[Unity] Append / Consume Buffer
By: Question Kid
Tags: Computer Graphics, Unity, Gpu

Declare append buffer in C#:

// Declare append/consume buffer

var buffer = new ComputeBuffer(size, sizeof(float), ComputeBufferType.Append);

buffer.SetCounterValue(0); // Argument buffer used to indicate the count of append buffer

argBuffer = new ComputeBuffer(4, sizeof(int), ComputeBufferType.IndirectArguments);

Use buffer in compute shader:

// actually both _AppendBuffer and _ConsumeBuffer are buffer AppendStructuredBuffer<float3> _AppendBuffer;

_AppendBuffer.Append(pos); ConsumeStructuredBuffer<float3> _ConsumeBuffer;

_ConsumeBuffer.Consume();

Get the count of append/consume buffer:
Pramukh Swami Maharaj’s Saintliness (Part 6)
By: Param Shanti
Tags: Life Lessons, Compassion, Unity, Pramukh Swami Maharaj, Love

Shower of Inner Feelings

It was the last day of the 31-day Yogiji Maharaj Centenary and Gandhinagar Akshardham Inauguration celebrations in 1992.

On the Swaminarayan Nagar festival site, the 17,000 dedicated volunteers were seated.

Their months of selfless efforts had made the entire celebrations possible and Swamishri wanted to express his heartfelt gratitude for their voluntary service.

The assembly featured many emotional recol­lections of the celebrations, samuh arti and push­panjali. Finally, Swamishri rose to bless the vol­unteers, “You have all performed extraordinary service, which cannot even be described. Even if I perform hundreds of thousands of prostrations to you all it would not be enough. Please forgive me if you have had to face any difficulties. You have all offered pushpanjali to me, but I also want to offer pushpanjali to you all.”

With this, Swamishri took a big rose garland and as he held it up to honor the volunteers, he became emotional. All the volunteers and sadhus seated were also overcome with emotion. There was silence. This respectful silence between guru Pramukh Swami Maharaj and his shishyas pierced the hearts of all. It was a memorable moment that was etched in the hearts of all.

In times of droughts, floods, earthquakes and other disasters, many are amazed at how at a single call from Swamishri thousands of youths volunteer to serve. These free-spirited, independ­ent and often temperamental youths embrace self­less service and spirituality. At the root of this willingness to serve is Swamishri’s genuine love for them.

In New York, a youth came to meet Swamishri. He declared that he was frustrated and fed up with life and to add thrill he had started taking drugs. Swamishri affectionately comforted him, “You are totally healthy, yet others have taken you down the wrong path.”

“But Swami, I’m bored,” the youth sighed deeply.

“Bored! What are you bored about?” Swamishri began to enquire deeper. “You have a healthy body and you are young; so what is there to be bored about? You can overcome any situation. Engage in devotion. You will experience the joy of Akshardham.”

As Swamishri spoke, the youth’s mental tur­moil resolved, boredom vanished and he became charged with renewed zeal.

Swamishri’s personality is such that he can connect and the generation gap between him and the youths is reduced to zero. That is why, even dispirited and drifting youths discover new energy and optimism in his presence. They are revitalized to pursue the higher ideals of life.
それなりARへの道のり③
By: Yosuke Kanda
Tags: AR, Vuforia, Unity

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Mi opinión sobre programación de Videos juegos ¿Ya no es redituable?
Tags: Unity, Programmin, Programación, Desarrollo Web

Unity - Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across…
[Unity] Strange Attractor
By: Question Kid
Tags: Computer Graphics, Unity

Lorenz Attractor

dx/dt = -px + py

dy/dt = -xz + rx -y

dz/dt = xy - bz

Thomas’ Cyclically Symmetric Attractor

dx/dt = siny - bx

dy/dt = sinz - by

dz/dt = sinx - bz

Delay each particle based on its ID

p.life = (float)id * -1e-05
SUCH BONDS
By: Staffan Carle
Tags: Unity, Human Behavior, Social

When you envy someone, what is it that you really envy? Is it simply the way she is, the way she talks, her skills and manners? Or is it rather her her interaction with others, her participation with her surroundings? I wish I had such bonds.
[Unity] GPU N Body Simulation
By: Question Kid
Tags: Unity, Gpu

Basically, it is just Newton’s Second Law of Motion.

accelerate -> velocity -> position

Shared Memory

groupshared Body sharedBody[SIMULATION_BLOCK_SIZE]

groupshared is a shared memory where data inside it is able to be transferred between each dispatch thread.

Get data inside each group and store them in the shared memory.

// Select whihc group to compute

int N_group_ID = (groupID.x + index) % group_count; // Selcted group in overall index

int N_group_index = N_group_ID * SIMULATION_BLOCK_SIZE; // Store in shared buffer

sharedBody[GI] = _ParticleBufferRead[N_group_index + GI];

Wait and sync data until all the threads finish tasks.

GroupMemoryBarrierWithGroupSync();

Billboard Correction

Correct the billboard such that it always faces the camera.
What does the best leader do in turbulent times? Give a hug.
By: Daniel Truran
Tags: Leadership, Team Building, Unity, Leadership Skills, Dtruran

Photo by Erika Giraud on Unsplash

Now “giving a hug” does not sound like the advice you would get from your average Harvard or LSE leadership class but it is what your team needs most.

“What do you miss most?” Has been asked time and again in our 2020 end of year zoom calls, and the almost unanimous answer has been the warmth, the hugs, the pats on the back, the being in close proximity with others.

Now why should a team leader be strong on warmth to lead effectively?

Because right now, and actually deep down always, people need to feel rewarded, they do their best work when they feel heard, when they feel part of a team that moves forward in unity, whilst always brining in contrasting and enriching diversity of views and approaches.

Two more key reasons why warmth builds the best teams.

1. The creation of trust is the key defining trait at a time when we are all working remotely and physically far from each other. Trusting that the other will take up their responsibility, others trusting that if I take a position it is what I really mean.

If our reciprocal trust levels were low in the team, now being apart makes the situation even worse. In a team where everyone respects each other, where an almost family atmosphere is included the trust levels are tremendously higher.

2. Considering the supersonic speed of change that surrounds us, the only constant today is an accelerating state of uncertainty. Living in a state of uncertainty is not how people thrive. So how do we increase that reassuring state that allows your team to work best?

You trust the opinion of a family member more than that of a stranger because you know them better, you spent more time with them, because there is a stronger connection. So it is stronger connections that people are desperately yearning for now, what people miss most in our uncertain environment, what your people need most.

The ability to create that deeper, stronger, authentic connection is what will make your team thrive. Push everyone to do more within a strong team.

So when you connect with your team next, do make sure you ask yourself: “how can I send a warm hug to everyone, and make everyone feel closer?”

That ability to “hug”, to transmit a more profound and long-lasting sense of “we are in this together”, is what will make you an outstanding leader (together with a few other traits) specially during these intense remote times.
The fire has been lit
By: Aaron Black
Tags: Unity, Gamedevhq

This is it, my final day with GameDevHQ. It has been quite a journey the past six weeks. I started off not knowing a thing about C# and Unity, I ended with feeling confident in my skills as a developer with C# and very comfortable navigating the Unity game engine. I know at this point, I can create anything I can dream up. If I don’t know how to do it, I know where to find the documentation and will fully understand how to implement it into my project.

This past few weeks has put the fire in me to do something amazing with what I have learned here along with what I already know as a developer. I have seen what opportunities there are for someone with experience in Unity accompanied with C#, Javascript, HTML, and CSS. With those combined with the endless libraries offered nothing is out of reach, no project is impossible.

I have spent the day polishing up the games I made, redoing my portfolio website to reflect the experience I have now, redoing my resume, and creating a new site for the company I incorporated: Blackverse Productions. I am going to use this site to showcase all of my projects big and small so I don’t overrun my portfolio site with everything. I will have all of the games I have made imbedded there as well. I will just put my best work on the portfolio site with a link to BlackverseProductions.com to see my full body of work. I will also use this site for my freelancing work. I will pick up freelancing again after the new year if I can’t find a full time salaried job in web development.

It was a sad day to leave all of my m8s at GameDevHQ but I am grateful for the amazing experience I had. I have seen so many people become amazing software engineers, with no previous experience in alot of the cases, in just a few weeks. What GameDevHQ does is invaluable and I hope it continues pushing people to be amazing software engineers into the future. The world needs more programs like this to help people realize that nothing is out of reach as long as you are willing to dedicate yourself and work hard for it. Thank you GameDevHQ for changing my life for the better. You have lit the fire in me and I’m going to run with it.
Oh, Christmas Tree, Oh, Christmas Tree
By: Stephen Dalton
Tags: Holiday Season, Unity, The Bad Influence, Togetherness, 50 Words

Too many nowadays are concerned with the differences, calling names Libtards, and Trumpanzees. However, whatever holiday you celebrate this time of year or none at all, it is time we put the petty nonsense behind us and gather our strengths.

Remember the Old North Church, and “One If by Land, Two If by Sea,” for whatever her fallacies, “From sea to shining sea…” still sings to me.

How do you feel about thrifty word challenges? Have you ever tried to answer a challenge using only 50 words?

Thanks to Marla Bishop, Reuben Salsa, and Jonica Bradley for putting this publication together, and continually providing us with a weekly challenge.

Here’s this week’s thrifty words theme.

TBI’s Thrifty Word Submission Guidelines

My Week #15 answer to Transition

About the Author Photo by Jean Springs from Pexels

Stephen Dalton is a retired US Army First Sergeant with a degree in journalism from the University of Maryland and a Certified US English Chicago Manual of Style Editor. Top Writer in Fiction, NFL, Short Story, VR, Design, & Creativity. Editor of Pop Off, Top Dalton’s Blog, 100WordStory, B.O.S.S., and SportsShorts100WordsOnly

You can see his portfolio here. Email thewriteresults@yahoo.com

Website | Facebook | Twitter | Instagram | Reddit | Ko-fi
Getting Ready
By: Aaron Black
Tags: Job Search, Unity

As of now, I’m assuming that my last day wit GameDevHQ is tomorrow. I hope to hear otherwise, but I’m planning on the worst case scenario, which is I no longer will be employed. I am hustling this week though trying to make me ready for applying for developer jobs again, this time with Unity, C# and a few games under my belt. I have published on the Play Store and am working today on getting my mobile game on the Apple store as well.

I did, however, spend most of the day working on my website, building another for my blogs and my games. I incorporated my LLC yesterday, bought a domain name for it so I can focus on freelance work while attempting to get a job in the game, or XR industries. I know there is so much more for me to learn but with the skills I have now, I can land a Jr Developer job at one of these companies. All I have to do is keep applying and make my sites and my resume shine.

I am a bit bummed to have this program come to an end for me, at least monetarily. I have to focus my energy now on getting a job instead of just gaining knowledge and experience for the entirety of the day. I was nice being able to focus all of my attention to growing my skillset as a developer instead of worrying where the next paycheck was coming from, applying for jobs, and going on interviews. I still will have access to all of the information and courses through GameDevHQ though and will use them and learn from them as much as I can.

As always, I am dedicated to bettering myself and what I can do. I absolutely love creating with programming and design and am just getting started. My goal is to get into the XR world and see what I can create with that.
Day 19: Throwing Stars
By: Brittany Lumanlan Martin
Tags: Unity, C Sharp Programming, Shuriken, Particle Physics, Gamedevhq

It’s about 10 days before the projected end of my internship at GameDevHQ! This upcoming week is stacked with work. In addition to working on my space shooter full time, I have one more module, quiz, and final project for the IT Fundamentals course I am taking with Kapiolani Community College. I’m hoping to have the 2D course completed before Christmas, so the pressure is on!

As for today’s work, I began by making some adjustments to Enemy2 and its weapon. I placed a Shuriken particle effect on the plasma bomb that ripples outward, growing in size before detonating. The bomb has a two second delay before it explodes, then damages and applies force to all objects nearby. It was my first time working with physics in a weapon script, and I got a kick out of watching the asteroid and player fly around the scene from the force of the plasma bomb. I’ll be sure to record a demo of this tomorrow, but for now here’s a preview:

Enemy2 with its weapon, the Plasma Bomb, idling next to it.

During our Team A afternoon check in, I mentioned that I was stuck on writing a successful script for the spawning systems and received some great input from my team mates. Instead of having a wave spawner script separate from the main spawn manager script, it seems that integrating the two and spawning the enemies from a list is most effective. This is a process I learned earlier on in the 2D course and implemented to spawn the powerups. The difference here is that the powerups spawn randomly, while the enemies spawn in sequences, or waves — with each wave more difficult to defeat than the last.

This week has been my most challenging yet, and I’m hoping to make more progress tomorrow to finish it off strong.
Coroutines
By: Karissa Huynh
Tags: Unity, Game Development

In music, a band must keep track of the rhythm to know when to enter and play on beat. This is the similar to the Coroutines we use in Unity. Coroutines allows is to create sequence events that allow us to yield events. Like creating Choreograph in our game.

Specifically we used the coroutine IEnumerator.. a function that has the ability to pause execution & return control to unity but then continue where it left off on the following frame.

SO why do we use IEnumerator? In other words, instead of using void in our method. The IEnumerator allows us to use the line ‘yield’. Which tells unity, to wait X-amount of seconds before executing the next. Specifically, how we create our dance routine in our games!

To create our coroutine we need the following

Coroutine type IEnumerator

while loop

figure out how to start Coroutine.

Note: We want to continuously use our coroutine to spawn enemies so the while loop with be indefinite(later will change). The while loop usually will crash since it taking up space since it is ran infinitely, but worry not.. we will use yield to allow our machine to breathe and not crash.

In the while loop we want it to instantiate our enemy game object and use our yield for 5 secs before spawning a new enemy.

So how do we Spawn enemy prefabs?

We Spawn enemies by first creating a Serialized field variable. Then, go into Unity and drag our Enemy Prefab inside the SpawnManager Script looking for an Enemy prefab. Now our script has a reference to the enemy prefab!

We start our our coroutine in the start method by using StartCoroutine().

And viola! We have used coroutines to timely choreograph our enemy game objects!
Part 1 : เส้นทางน้ำตาของทีมเกม Vonder กับ Unity WebGL ก่อนเปลี่ยนมาใช้ React.js + Pixi.js
By: Thanut Panichyotai
Tags: Game Development, Pixi, Unity, Webgl, React

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New Inspiration
By: Jeff Shaw
Tags: Unity, Gamedevehq

Started into the Great Fleece 3D course, and refreshing to start building something new and learning from Jonathan’s video lessons again rather than grinding away on my own continuing to tweak the Space Shooter. At first it seemed a rehashing of a lot of things I’ve done before in 3D, but very quickly some awesome new elements for me were brought into play. I had never used Cinemachine, and had done similar by manually animating various cameras. This fits nicely into Timeline, and gives a wonderful more organized and feature rich way to develop cutscenes or video demos from your game.

So many great built in features with Cinemachine to pan and track objects as well as seeing how to get the scene “Blocked” to swap to the cut scene actors. Even dolly features just like a real film studio, only better. The main camera moves around the scene to to virtual camera locations and can interpolate between shots. Setting up these scenes really showed the power of the simple Cntr+Shift+F key combination to set your camera views as well as keyframes in Timeline.

Many other great learning as I get into this course including seeing how to setup screen space post processing reflections in addition to standard reflection probes, and their enhanced quality. I’ll never use regular reflection probes again unless building a phone game due to a little more load.

Also I had never used the progressive preview baking — wow, can get a feel for lighting changes without waiting for a lengthy bake to see results. Also can prioritize the bake to preview where you are looking first.

Finished watching a great video from the Dutch Game Garden about gameplay feel, entitled the Art of Screenshake. Though was a lot more than about screenshake, it made me consider the details of making gameplay compelling.
Part 2 : เส้นทางน้ำตาของทีมเกม Vonder กับ Unity WebGL (Technical)
By: Thanut Panichyotai
Tags: Game Development, Pixi, Unity, Webgl, React

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ENTIRE AMERICA: Watch “Mr Smith Goes to Washington” BEFORE OUR NEXT ELECTION.
By: Kiane Hill
Tags: Movies, Unity, Faith, Politics, Nationalism

Seriously…

I’m not saying that I am endorsing the movie actor, about whom I admittedly know very little.

And no, I’m not talking about some supposed “railroad-job” at either end of any election.

I’m not even talking about unnecessarily and horrendously dirty politics…nor of our recent politicians’ childishly contemptible tantrums, and despicably vicious mudslinging.

What I AM saying,

is that somehow…in the entire span of the United States of America…there has to be at least one decent individual, that the majority of us could not only vote for, but truly genuinely applaud.

Somewhere along the line, we convoluted the passion-worthy greatness of basic human ideals, which are meant to be the essence, and the core of our national identity.

Somewhere along the way… somebody convinced the moral-majority, that’s such ideals are all a bunch of hooey, and all to be disregarded…as if they were nothing but remnants of childhood idealism...

But I know,

that somewhere…somewhere in this multitude of people who comprise the citizenship of our once at least decent nation…

…there is an inividual who’s character and integrity are simply, transparently, pure and positive enough…

…for anyone from any political or socio-economic background to recognize.

And then perhaps the majority of politically interested citizens, can at least abstain from attacking, and rather maybe even graciously support, whoever we are responsible for voting into office.

Here are 2 links, to a 39 second and then a 21 second clip from the movie:

(As it turns out, you may have to copy the link and paste it in a YouTube search).

And also:

https://youtu.be/tfb53Scg6tg

Enough said on that for now.
Procrastinating with one more bug.
By: Kristin Treder
Tags: Unity, Unity3d, Learning To Code

My favorite form of procrastination is to do something (ANYTHING) else productive so I started off the day by fixing another bug. It turns out that if you let enough enemies accumulate, they start killing each other because some are in the way of the lasers they shoot. When we first added the lasers to the enemies, we looped through all the lasers and assigned them an _isEnemyLaser bool but apparently I hadn’t implemented the logic correctly or they wouldn’t have been able to actually kill each other (i.e. enemy laser colliders hitting enemy colliders shouldn’t have caused an enemy death). So I decided that I should revamp ALL the lasers and give them their own tags to keep track of them moving forward. Enemy lasers got enemy laser tags and player lasers got player laser tags. At first this seems pretty straight forward until you realize that the _isEnemyLaser bool is strewn about your code and now you have to play wack-a-mole and fix all the issues that arise from having relied on the bool instead of assigning a new tag from the get go. Once this was done I went back to working on my enemy waves.

If you remember from yesterday, the game quickly fills up with WAY more enemies and powerups than seem normal. And that’s because there were double the amount in wave 2, triple in wave 3, and quadruple in wave 4, etc.! I had inadvertently started running a new spawning sequence every time the player advanced to a new enemy wave… not what I had intended. So I had worked on it the entire day and have finally gotten it all straightened out and functioning correctly. I’m not happy with the appearance of the fuzzy text but overall, I’m really happy with the outcome. Check out my waves below!
Game Dev in Progress… Day 42
By: Cristian Aspacio
Tags: Game Development, Intern, Unity, Coding, Games

Photo by airfocus on Unsplash

Hello and welcome to day 42 of my journey to becoming a full fledged software engineer. We are one day away from presenting our finished game to the other interns. I’m very nervous because I suck at presenting but I’ll do my best and not let my team down. Today was spent preparing for that and as well as getting our game published on itch.io. I was also tasked with creating a new baseline and new git set up. I’m planning on pushing my main into my remote repo and having the team make pull requests on that. I’m hoping this method will work but if it doesn’t, I’m thinking of creating a new repo maybe for the project. Other then that, I was also play testing the game and fixing my project to work.

My project has been pretty messy because some of the things don’t work and a lot of merge conflicts. I think this is due to the fact of my earlier debacle of pulling and resolving merge conflicts that screwed with everything. One of the main problems was that my main game scene were missing a couple prefabs that were added in on the last push. I quickly resolved this by replacing the objects that had prefabs and adding missing ones into the hierarchy. With this I now have a working project that can be safely pushed up into my remote repo.

Overall, this week has been really hectic and it not even over yet. I really wish that we’ll do well tomorrow and that everybody will learn something from our presentation. See you all tomorrow!

_

Cristian Aspacio
Umm, united is a great-sounding idea, but this woods-ready cityboy is continually looking out for…
By: Nicky Mccatty
Tags: Unity, History, Equality, Merit, Hoard

Umm, united is a great-sounding idea, but this woods-ready cityboy is continually looking out for SNAKES. Like lots of people whose ‘rents did not grow up in plenty, I was taught to maintain a half-full attitude as much as possible. Also, like most of the people who filled my surroundings, I was accustomed to usually encountering plenty of Northern Migration transplants Survivors, & Refugees; that expectation told us we should always treat others well since, well, their glasses may have been empty a lot.

In other social spheres, we learned, the ideas associated with commodious treatment weren’t si universal. There’s an industry in this country that claims to be dedicated to quality, merit, community & stuff but, its idea of conservation seems better suited to a boxing ring — tight fisted — than getting resources & rewards into sharing mode.

People are better off not scrappin’ all the time. That, however, requires generally calm states of mind that don’t angle toward hierarchy. My family got here before 1831. Why do Americans whose line goes back less than a century claim “we built this country,” when all they did was show up, jump the line, and learn to say “smile”?
Game Dev in Progress… Day 41
By: Cristian Aspacio
Tags: Game Development, Intern, Unity, Coding, Games

It is Day 41 and only two more days before finally completing our project. We have reached MVP and we also have a build currently up on one of our GitHub Pages. We are so close to finishing, all we have to do now is to work on the marketing aspect as well as getting a working build on itch.io. During the day we were also play testing and fixing major bug issues. One of which had to do with my mid boss not dying. I thought I already resolved this issue but the changes might not have saved. I was a simple fix in that we needed to delete some lines of code that were messing with the explosions.

Another bug that we encountered was that the Big Slow Enemies didn’t destroy there parent containers. The design of the Big Slow Enemies was that we had a container for them to handle it’s rotation. The problem was that once the Big Slow Enemy inside that container gets destroyed, the container lingers and is still in the scene. This becomes a huge problem since even though we won’t see it in the game, if enough of them are around, it will take up memory and potential mess up the game. So the counter this, I already created a simple script that destroys the object that it’s attached to when all of it’s grand children are dead. We refactored this to work for children instead and attached to the containers.

All of today was play testing and fixing bugs above. All of us participated and just did a long peer coding session on Dylan’s project. At the end of it all, we managed to get a working build up and running. Now all we have to do is working on marketing and we should be set. Here is a quick demo playing the game from the beginning:

I’m happy on how far we’ve come as developer. Some of us in the team didn’t even have any prior experience in coding before this program. The fact that we were able to create something like this is proof that we have all grown in some way during this project. With that, I’m signing off for today. Have a wonderful day.

_

Cristian Aspacio
Getting Out There
By: Aaron Black
Tags: Game Development, Unity, Unity3d

Play the game below

I have been waiting on my first mobile game to be published on the Play Store, it is still ‘In Review’. Supposedly it can take up to a week to be reviewed and released if all goes well. After that it will be available for download in well over 100 different countries. For me, this is really exciting. I am also working on publishing onto the Apple Store just to get it out there as much as I can. The game needs alot more work but its best I get it live for people to play and potential employers to see.

As a developer, getting your work out to the public is extremely important especially if you want to show potential employers that you are capable of producing something on your own or in a team. If you did not go the traditional route of going to college for Computer Science or something similar, you need to show that you know what you are doing. From all I have read and any information I have absorbed over the years about making it as a self taught developer it all points to doing projects, creating something for people to see. Not only for them, but for yourself as well. The best way to learn is to do projects. It doesn’t matter how big or small, the practice that comes from doing a project, making mistakes, finding new methods to accomplish your goals, are all invaluable to gaining the skills you need as a developer.

Today, I uploaded three of my games to Simmer.io so the world can play them. They are not all as polished as I would like them to be, I can do that over time. Right now, I want them out there for the world to see. They may not be perfect but it shows that I can do it, I can program video games, I can upload them to the internet. Eventually, I will imbed them on my site. I am working on that this week and have already started making some contacts for jobs. If you want something you have to go get it, get out there. The amazing opportunities rarely fall into your lap, you need to search them out and find them.

If you want to play my games on a desktop or laptop (mac or pc), here are the three I put up on simmer.io. I have not yet fine tuned the way they play on simmer as of this article but will in the upcoming days. Thanks for checking them out and enjoy!: