If you need a fast and reliable (read very good to avoid collisions) hashing algorithm (not cryptographic), look no further, Murmur 3 is here to the rescue. Take it from here, it’s compatible with Unity3D. Directly translated from the c++ version. More info on Wikipedia and on this definitive answer on stack overflow
The latest versions of perforce finally support the annoyingly for too long underestimated and useful option P4 clean. Using this command is possible to delete all the local files that are not present in the depot and sync all the files that have been modified locally, or to be more precise: Files present in the […]
If it’s the first time you visit my blog, please don’t forget to read my main articles on the subject before to continue this post: http://www.sebaslab.com/ioc-container-for-unity3d-part-1/ http://www.sebaslab.com/ioc-container-for-unity3d-part-2/ It’s finally time to share the latest version of my Inversion of Control container, which I named Svelto IoC, which I will keep updated from now on. This new […]
For a long time I wanted to make some experiments with Photon Network Engine at home. During my professional experience, I worked on several multiplayer games, therefore I was pretty curious about it. Exit Games provides two versions of Photon Network Engine: the traditional Photon Server edition and the new Photon Cloud edition. Photon is a server-client […]
So, I wanted to experiment with actionscript, flex and iPhone, but I do not have a mac and I am not really keen to pay 99$ just to make some plain experiments; besides I have not intention to make a living out of it, so I do not think it was really a good investment […]
knowing how short my memory is, I saved all my professional life memories in a folder on my HD. Some of those memories are meaningful only to me, but why not sharing my first, completed game (yeahh it was 1997…I think) ? The version I am linking is actually the second version of the really […]
Some time ago I collected some notes about Perlin Noise all over the web (sorry I don’t remember the original articles). These notes were finalized to implement a GPU coherent noise based smoke effect. I reckon these notes could be useful for somebody else as well.
This short, not mathematical, introduction written in 2005, explains why I worked on a Global Illumination System and what it is. This article is not part of the objectives of this blog, but I anyway liked the idea to add it.
I did not plan to write this article, but since I wrote this bunch of classes in few minutes, I thought to share the code with everybody. I did not invent anything, I just ported the useful Kevin McFarlane’s DesignByContract helper class that I use for my c# Unity Projects to Actionscript 3. While I […]