10 time medallist in Ludum Dare
Console porter (Recompile, SWOTS, Passing By, Cluedo, Ticket to Ride)
Physicist, lectured dynamics at Technikum Wien
My 40 jam games: alexrose.itch.io
Site: alexrosegames.com
post your picks
post your picks
apparently.. you can just query contacts in fixedupdate and create your own non allocating collision methods...
dangerously close to doing it
apparently.. you can just query contacts in fixedupdate and create your own non allocating collision methods...
dangerously close to doing it
rewrote it to use native calls.. 0.03 milliseconds
rewrote it to use native calls.. 0.03 milliseconds
it's now running at like 200fps even on dev builds with deep profiling on
it's now running at like 200fps even on dev builds with deep profiling on
tentative names: Strafe to Hell, Eternal Tour-ment, Tourist Trap
tentative names: Strafe to Hell, Eternal Tour-ment, Tourist Trap
screenshot A, those highlighted blue bits show every time I touched the stick in unity's new input system it added 12 MILLISECONDS OF COMPUTE. 3/4 OF THE FRAME BUDGET ON INPUT
screenshot b, 0.03ms on input. beautiful. perfect
screenshot A, those highlighted blue bits show every time I touched the stick in unity's new input system it added 12 MILLISECONDS OF COMPUTE. 3/4 OF THE FRAME BUDGET ON INPUT
screenshot b, 0.03ms on input. beautiful. perfect
you'd think this technology would just exist and be a simple function in any font editor right? you'd think there's just an automator for this
well apparently not
(also please don't tell me if there is or I will cry)
you'd think this technology would just exist and be a simple function in any font editor right? you'd think there's just an automator for this
well apparently not
(also please don't tell me if there is or I will cry)
oh wait no I lied
I realised I had traced the nodes between the CENTRES of the pixels instead of AROUND the pixels so the shapes were all deformed
oh wait no I lied
I realised I had traced the nodes between the CENTRES of the pixels instead of AROUND the pixels so the shapes were all deformed
then in unity I had to set up the internals so it would actually render like a pixel font at the right size instead of a blurry mess
then in unity I had to set up the internals so it would actually render like a pixel font at the right size instead of a blurry mess
but then I realised that the em was 1000 so the glyph sizes were (n-1)*1000/64, so then I had to account for that to add the kerning space so it's pixel perfect
but then I realised that the em was 1000 so the glyph sizes were (n-1)*1000/64, so then I had to account for that to add the kerning space so it's pixel perfect
then the second hole didn't work because it was hugging the bottom, so I had to adjust it to use the top left corner or it made a little square
then the second hole didn't work because it was hugging the bottom, so I had to adjust it to use the top left corner or it made a little square