• How to extend Grid Framework with your own methods

    Let's say you just bought Grid Framework, wrote some game logic and now you want to reuse it. Wouldn't it be great if it was a class method in Grid Framework so you could simply call it with one line of code? Even better, what if you could have one …

  • Hex Grid introduction video

    I made a short video giving you an overview of hex grids, so you can see them right in action. I'll make a video on how to extend Grid Framework with your own methods yourself next,

  • Grid Framework version 1.2.0 released

    The wait is over, version 1.2.0 is out, bringing you the long promised hex grids. I'll soon make a video demonstrating the new grid, in the meantime let me explain it in words. My implementation brings you all the features you knew from rectangular grids, except on a …

  • Grid Framework version 1.2.0 submitted

    Just a quick update, version 1.2.0 has been submitted. This is your last chance to buy the package for 15$, once it has been approved the price will be raised to 20$.

  • Grid Framework version 1.1.10 released

    The 1.1.10 update brings in a new function, ScaleVector3(Vector scl) : Vector3 which takes in a vector and then scales it so it fits inside the grid. This is similar to AlignVector3, which was introduced in the last update, to allow performing the aligning and scaling without having …

  • How about herring for lunch?

    Another progress update: WorldToGrid and GridToWorld are now implemented. For those who don't know, those two functions convert a point's coordinates from world space to grid space, the coordinate system used to locate points relative to the grid's properties, and back. For rectangular grids it's a fairly simple idea, the …

  • Trying to fit a square peg into a hex hole

    The align feature has been giving me quite some headache lately. For small objects it's easy, just fit them inside the nearest hex. It gets more interesting once your object spans over more than one hex. Here is a screenshot from the game "Age of Wonders" for PC (I upscaled …

  • Grid Framework version 1.1.9 released

    Surprise update! Version 1.1.9 just got approved and it contains quite a few changes:

    • NEW METHOD AlignVector3: lets you align a single point represented as a Vector3 instead of a Transform to a grid
    • added the ability to lock a certain axis when calling AlignTransform and AlignVector3
    • added …
  • How to loop through a list and remove items

    The other day I had the following problem: I had a list of Transfoms and I wanted to remove the entries that met a certain condition. This is what I had written:

    foreach(Transform trns in transformList){
        if(AlreadyAligned(trns))
            transformList.Remove(trns);
    }
    

    This gave me the following error message …

  • Hex Grids love Vectrosity

    Good news at last, I just finished the finding functions for vertices, both in grid space and in world space. Here is a screenshot where the yellow gizmo indicates the vertex closest to the grey sphere.

    some image

    This may not seem like much, but being able to find faces, boxes and …

  • Vertex progress

    Good news at last, I just finished the finding functions for vertices, both in grid space and in world space. Here is a screenshot where the yellow gizmo indicates the vertex closest to the grey sphere.

    some image

    This may not seem like much, but being able to find faces, boxes and …

  • Back again

    I just wanted to drop a line saying I'm back to work. As I mentioned previously I was busy with exams, so development ws slowed down and during the last couple of weeks I had to stop completely to concentrate on studies. Now that it's over I can get back …

  • Example video: Level Design and Text parsing in Unity3D

    I made another example video for Grid Framework, this time for the recently introduced text parsing example. Now building new levels is as easy as writing a few lines of plain text and you get perfect clockwork-like precision. This opens up new possibilities for faster development, easier maintenance, easier level …

  • Version 1.1.7 released

    Version 1.1.7 has been approved by the Asset Store team. I fixed a small typo that prevented the menu item for adding the GFGridRenderCamera component from working and I added two more examples, video tutorials will follow soon. I also redid the screenshots because the Asset Store ate …

  • Cannot log into my account

    I've written two new examples, one that takes a plain text file and parses it to create a breakout-style level based on a grid without changing the scene, the other is a continuation of my grid-based movement exmple where I can place obstacles on the grid and the sphere will …

  • Version 1.1.6 submitted

    Important Note: The classes Grid and RectGrid have been renamed to GFGrid and GFRectGrid, you will need to change your source code accordingly.

    You might be wondering why I would do such a thing more than one month after releasing the package. Using regular English words is simple and intuitive …

  • Version 1.1.5 released

    As per request the custom rendering range now affects drawing as well, not just rendering. If you are wondering why this wasn't the case before, it was a leftover from before the custom rendering range got implemented. Originally the custom range was only meant for rendering because that would be …

  • Version 1.1.4 released

    Version 1.1.4 has been approved. It doesn't add anything new for a change, instead it fixes a bug where lines with a width larger than 1 were drawn on top of things they were supposed to be under.

  • Hex grid progress so far

    Here's a quick status update:

    • Drawing: This works perfectly now, the hexes are drawn properly as described in the post before, and now i have added lines that connect the different layers of the grid.
    • Rendering: Like drawing alsmost finished, except one minor issue. In the rectangular grids you can …
  • Hex grid drawing - finally!

    I have finished the drawing part for hex grids. As I mentioned before, there are many ways to draw hex grids and I want to cover as many of them as possible. Let's count all the possibilities that work now.

    There are three plains to draw on, the XY-, XZ- …

  • Swap variables in Unity

    I've decided to go with one HexGrid class and provide enough options. To do this I will need to swap around variables so I can use the same formulae for different cases. I could write the swapping part where it is needed, but then I'd be writing the same thing …

  • The current roadblock

    It has been over a week since my last post, so I might as well explain what's going on. As I finished rendering I had tightened up all loose ends that were left, I consider Grid Framework to be complete for rectangular grids. You can perform all the common calculations …

  • Version 1.1.3 released

    You know, sometimes I look at something and wonder "what kind of idiot designed this!?", only this time I was the idiot. Let's say you wanted to render a simple 3x3 grid and you wanted the origin to be in the lower left corner. Well, you simply couldn't do that …

  • Version 1.1.2 released

    It's up, version 1.1.2 brings Vectrosity support, better documentation and integrates Grid Framework into the menu bar. From now on you will never again have to drag scripts manually from the Plugins folder onto objects when using Grid Framework.

    If you want to try the Vectrosity examples please …

  • Vectrosity progress

    Well, it's pretty much done, you can now get a set of Vector3 points for use with Vectrosity from just one line of code. I played a bit with Vectrosity to make an example scene and this is what it looks like:

    Screenshot of laser-line grids

    (yes, I am a sucker for laser lines …

  • Line width for rendering

    I just submitted version 1.1.1 (update: has been approved) which lets you set the width of the rendered line in the inspector. Here is an example, obviously it's over the top, but you can set the width to anything you like.

    some image

    Now I just need to provide a …

  • Version 1.1.0 out now - rendering included

    Unity just approved version 1.1.0, which includes the new inspector panel and the rendering setup. Now you can see your grid in the finished game, no pro license or any other addon needed.

  • A new inspector

    Well, I wanted to do this sooner or later anyway, so I made a custom editor for the rectangluar grid. Before this I was using the default inspector panel:

    some image

    So, why am I doing GUI stuff if I'm supposed to work on the rendering? Well, as I said I need …

  • Grid rendering progress

    Take a look at this:

    some image

    What's so special? Look at the upper right corner, gizmos are turned off. This is a grid rendered at runtime that would be visible in a released game. There are still some things to care take of first: For one, the grid needs to get …

  • Version 1.0.1

    If you tried debugging the functions FindNearestFace() or FindNearestBox() you might have noticed that the cubes drawn didn't have the same rotation as the grid. While it didn't change anything about the returned value (only the centre of the cube mattered), it looked ugly. I've submitted a small update that …

  • Grid-based game logic

    Another video tutorial, howing how to use grid-based game logic in a puzzle game. This is the tutorial for the lights-out game I mentioned before and which has been included with the package.

    This tutorial is written in C# because it uses delegates and events. The reason why is so …

  • Release!

    Grid Framework has been approved and is fom now available on the Unity Asset Store for 15$

    http://u3d.as/content/hi-phish/grid-framework

    This is the price for the initial release, it will go up as the amount of features increases, but all existing customers will get all updates for …

  • Grid movement and runtime snapping

    Well, I just sent my second submission. There are three examples included, one showcasing grid-based movement, one showcasing how to place objects on a grid during gameplay and the lights-out game mentioned below. i also made tutorial videos for the first two, showcasing how you can accomplish these tasks in …

  • A quick update

    I have been contacted by an Asset Store admin, who recommends me to include a demo scene so users could see an end setup. I thought dragging a script onto an object is pretty straight-forward, but I agree, a demo scene would be a really good idea. The tricky party …

  • Almost there...

    Well, it's alsmost done. Again. Turns out that making an asset is only half the job, you still need to hammer out any ugly dents, polish the thing and then change your job to become a graphic designer, a video commentator, a writer and a salesman! What good is the …

  • Turn off the lights!

    Here is a nice little puzzle game made using the grid framework. When you click a square that square and the four adjacent squares flip their color. Your task is to turn them all off.

    Screenshot from lights out game example

    The entire game uses only two scripts with a total of 70 lines of code …

  • State of the game

    It has been over a month since I posted the introductory video and sent my application to Unity. I never received any confirmation, so I assume it got lost somewhere along the way...

    Anyway, that doesn't mean I have been sitting here for over a month staring at the screen …

  • Introduction video

    As promised, here it is:

    [video deleted]

    A basic overview of what the first release has to offer. Stay tuned for future updates. The package is waiting for approval now.

  • Introduction

    Hello everyone :)

    I have been working on making a 2D platformer in Unity in the spirit of the old 8 Bit and 16 Bit games such as Super Mario and Sonic. One thing I really admire about those games is their sense of clockwork-like precision, you never feel cheated by …

  • Something's coming...

    OK, let's test this new blog thing...

    very early image of Grid Framework

    behold the beauty of infinity...