• Grid Framework version 1.3.5 released

    Grid Framework version 1.3.5 has been approved last week, here is the changelog:

    • Added a new event for when the grid changes in such a way that if would need to be redrawn.
    • Some of the exmples were broken when Unity updated to version 4.3, now they …
  • Grid Framework version 1.3.4 released

    This is a small update, it adds the ability to offset the origin of the grid. It also adds a chapter to the manual about extending Grid Framework with your own code. There is nothing in there experienced .NET user wouldn't know, but I figure some user might not know …

  • Grid Framework version 1.3.3 released

    Grid Framework version 1.3.3 has been approved by the Asset Store team. This update adresses a bug introduced in version 1.3.2 where values of colour vectors (such as axisColor) and bool vectors were not persistent. Now they will stick again. I also broke the examples for …

  • Grid Framework version 1.3.2 released

    Version 1.3.2 of Grid Framework has been approved by the Asset Store Team. The biggest news is the addition of new coordinate systems for hexagonal grids. You have cubic coordinates, rhombic coordinates and the old odd herringbone coordinates now. Even herringbone and barycentric coordinates will be added at …

  • Status update and Doxygen rant

    It has been two weeks snce my last update, so I wanted to let you guys know what I am currently at. The good news is that the new coordinate systems have been implemented and are ready to use. Of course there is still the obligatory last check to do …

  • What's up next?

    Hello everyone, I decided to do a status update so you know what's going on and coming next.

    Two new examples

    The first example is something I wanted to do for quite a while, it generates a terrain mesh like the terrain in games like SimCity from a plain text …

  • CheckComponent()

    Here is a quick but handy tip. Recently I found myself needing to reference various components in my script without knowing if they exist. I have to get the component and then check if it exists, and if not add it to prevent null exceptions. Here is what you would …

  • Grid Framework version 1.3.0 released

    Grid Framework version 1.3.0 has been approved by the Asset Store team. The biggest features of this release is the addition of polar grids. Check out the updated included examples to see them right in action. Notice how in the lights-out example the coordinates wrap around, maning that …

  • Version 1.3.0 submitted

    A quick heads-up, version 1.3.0 has finally been submitted to the Asset Store. Remember, the price will go up to 25$, so if you still want it for 20$ now is the time to buy.

  • Feature freeze for polar grids

    Here is a quick update: I have reached feature freeze for polar grids, meaning I'm done with all the features. Now I need some last polish and I must prepare new images for the Asset Store, then it's all good to go. So, what took me so long? Well, designing …

  • Polar grid drawing refined

    Hello again

    Last time I showed a preview of polar grids it was a full cycle starting from the origin containing all layers up to the edge. During runtime if only part of the grid is visible to the player rendering the whole thing can be a waste of resources …

  • Grid Framework version 1.2.5 released

    This release serves as a preparation for Version 1.3.0, which will add polar grids

    • The methods NearestVertex/Face/BoxW and NearestVertex/Face/BoxG replace FindNearestVertex/Face/Box and GetVertex/Face/BoxCoordinates respectively. This is just a change in name, as the old nomencalture was confusing and makes no …
  • A first look at polar grids

    I've been working on the next type of grid: polar grids. The polar grid is based on polar coordinates, meaning instead of identifying a point's position using X and Y coordinates we use a radius and an angle. The radius tells us how far from the origin the point is …

  • Grid Framework version 1.2.4 released

    Version 1.2.4 has been approved by the Asset Store team. Here are the new features:

    • a caching feature that keeps the activity of the grabage collector low now, instead of re-calculating the end points of lines every frame we can re-use them instead as long as the grid …
  • Seemingly endless grids and performance

    I've been dealing with performance in Grid Framework recently and added a feature that will keep the Garbage Collector from going crazy. Until now rendering always went like this: Manager requests rendering from grid -> grid calculates the end points of each line -> these points get passed to Unity's GL class …

  • Grid Framework version 1.2.3 released

    This update brings you two new features, both were suggested by customers. The first one is the ability to set a separate set of colours for rendering instead of using the same colours as for drawing. Let's say you want a barely visible grid in the game but a clearly …

  • Unity and properties/accessors

    As mentioned in the previous post I'd like to relate my experience with using properties in Unity and how to make them work properly. Properties are a C# feature and not available in UnityScript (another reason to ditch UnityScript). To help demonstrate what I mean I will be using a …

  • Grid Framework version 1.2.2 released

    Update time. Let's go over what's new:

    New example: sliding block puzzle

    Screenshot of sliding puzzle example

    It might not look like much, but this is the most advanced example yet; it's similar to the movement with obstacles example where we use a matrix to store which tiles are allowed and which are forbidden. The …

  • Happy new year

    A happy new year to everyone! This has been quite a year for me, so what better opportunity to recap the birth process and evolution of Grid and set the plans for this year?

    How it all began

    One day I was sitting at my computer, trying to place blocks …