• Official extension methods

    If you have been following my updates in regards to version 2.0 you will have noticed that one of the themes has been slimming down the API. Some things, such as the renderGrid flag are easy to replace with something more general or trivial to replicate with one or two lines of code. Other methods however are non-trivial to implement, useful to have and general enough to included in the framework.

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  • Keeping the renderers updated and efficient

    Rendering a grid is a three-step process: first we count how many lines we need to render and allocate the space needed, then we compute their end points and finally we send them to Unity to do its thing. In the earliest versions of Grid Framework these three steps had been done every frame. Since arrays in C# are heap objects this would send the garbage collector in overdrive for very large grids.

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  • Namespaces for everything

    Releasing a new major version is a good opportunity to say goodbye to older versions of your environment. Version 2.0 will require at least Unity version 5.0, which will free me from the restrictions of previous versions.

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  • First major step towards 2.0

    I have now finished the first major task towards version 2.0: extracting the renderers into their own class. Until now the task of rendering the grid was part of the grid class, this made the classes much larger and it was impossible to add one's own rendering shapes without modifying the grids themselves.

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  • Spheric grid rendering

    I have been working on the next type of grid: spheric grids. Think latitude and longitude like on Earth. Here is a GIF of a rendered grid rotating around its axis. Don't worry about the framerate, that's how the image was recorded to save space, the actual rotation is smooth as silk.

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  • Shearing

    As I mentioned last time the upcoming release will be a maintenance release with some much-needed cleanup. While I'm still waiting for approval I have been working on a new feature for rectangular grids that I had wanted to do for quite a while now, but couldn't until the cleanup: I'm talking about shearing.

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  • 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 and writing code is one thing, then you have to put it to use This often reveals weak points, some things might seems counter-intuitive, or some things are more complicated to use than others.

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