SSGX-R: Project Overview
Overview of the SlipStream GX reboot project
Read more "SSGX-R: Project Overview"Overview of the SlipStream GX reboot project
Read more "SSGX-R: Project Overview"Description of the SlipStream GX reboot architecture
Read more "SSGX-R: Game Architecture"Implementation of the SlipStream GX reboot ship physics and camera
Read more "SSGX-R: Ship and Camera"Debug tools and workflows used during SlipStream GX reboot development
Read more "SSGX-R: Debug Tools"How to compile source to managed DLL with ability to debug the DLL
Read more "Unity: Compiling source to managed DLL"How to keep track of game versions using a free Version Editor tool
Read more "Unity – Game Versioning"Simple example cmake project
Read more "CMake example project"Overview of the Visual Studio project generation process for Doom 3 BFG
Read more "Doom 3 BFG – VS project file generation"How to compile Doom 3 BFG from source
Read more "Doom 3 BFG – Source compilation"Component for Unity Survival Shooter example project that allows saving and loading current game state.
Read more "Unity – Save Manager"Custom assert macro that logs only once
Read more "UE4 Custom Assert Macro"How the Actor possession by controller works when entering PIE
Read more "UE4 Selecting Actor Controller"How to disable physics mode when non-root components are selected
Read more "UE4 Disable Phys. Manipulation Mode"How to enable component visualization right after adding the component in the Actor details panel
Read more "UE4 Visualizers for new instance components"How to deselect all components when selecting visualization in the viewport
Read more "UE4 Handle VisProxy Click"UE4 component that allows for easy applying force to physics Actors on the scene
Read more "UE4 ApplyForceComponent"How to enable correct Actor component widget position in SIE
Read more "UE4 Actor Components Selection"How to create editor viewport realtime option indicator
Read more "UE4 Realtime Indicator"How to make Actor details panel show selected Actor’s info when entering PIE/SIE mode.
Read more "UE4 Actor Details visibility"Module for creating racing tracks inside the editor
Read more "UE4 TrackEditor module"How to change UE4 Profiler font size
Read more "UE4 Profiler – font size"Short tutorial on how to increase font size when displaying stats info
Read more "UE4 `stat SceneRendering` small font problem"UE4 module for drawing debug graphs
Read more "UE4 GraphPlotter Module"How to set GameplayDebugger debug actor
Read more "SSGX UE4 Update #1"Short tutorial
Read more "Building Unreal Tournament Editor from source"Sequence diagram that shows what happens when PlayFab example Unity server gets started.
Read more "PlayFab Server startup sequence"How to run Unity game server on Amazon EC2.
Read more "Unity game server on AWS EC2"Quick tutorial
Read more "Headless Unity server on Linux (VirtualBox)"Ping tool for Unity
Read more "PingTool"InstantiateUIPrefab module for Unity. Allows for easy instantiating and updating UI prefabs.
Read more "Instantiate UI Prefab"Simple additive scene loader component for the Unity editor.
Read more "Editor Additive Scene Loader"First try to implement online multiplayer in SlipStream GX, with uFrame.
Read more "SlipStream GX Multiplayer – Update #1"This is a simple top-down 2d shooter that I made to learn 2d. It’s build with generic, reusable components, the same way as the OneDayGame.
Read more "2D Top Down Shooter"Since using only reusable components made further development more and more complicated I decided to try a different approach to code architecture. uFrame is a game framework that implements MVVM design pattern and Reactive Extensions. I implemented some functionality with it, the rest is using components as before.
Read more "OneDayGame Update #5 – Implementing uFrame"OneDayGame, update #4 – Sounds and visual effects. All done with reusable components only. OneDayGame main project page
Read more "OneDayGame Update #4 – Sounds and Visual effects"Learn how to fork and create submodules from Github extensions.
Read more "[Deprecated] Unity extensions as git submodules"This is the third update on the OneDayGame. This time I’ve implemented blinking eyes for the zombies. See video below: OneDayGame main project page
Read more "OneDayGame Update #3 – blinking eyes"Welcome to the second update on the OneDayGame that I’m working on. Here’s how to make transparent walls using reusable components only. It’s meant as an overview of the applied approach, not as a comprehensive tutorial. See the end result in the video below: OneDayGame main project page
Read more "OneDayGame Update #2 – transparent walls"Path animator extension for Unity 5.
Read more "AnimationPath Animator"Logging tool for Unity.
Read more "File Logger"An pre-alpha version of a game that I’m making with my brother. This version is made entirely with reusable components. Most of them is available on GitHub.
Read more "OneDayGame"Website/blog that I made with Yii PHP framework for the SlipStream GX game.
Read more "SlipStream GX Website"Some SlipStream GX screenshots that I edited.
Read more "SlipStream GX Screenshots"Simple benchmark for Android devices, made with Unity.
Read more "Android benchmark"Logo prototypes for AirTime Productions team that I made. None of them was used.
Read more "AirTime Productions Logo Designs"BEng thesis. Made in C++. Based on Jasper Vijn’s TONC tutorial.
Read more "GBA Text Library"