Grid Framework version 1.3.5 released
Grid Framework version 1.3.5 has been approved last week, here is the changelog:
Grid Framework version 1.3.5 has been approved last week, here is the changelog:
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 about extension methods and might do things in a hacky way, so I added the chapter to it, along with example code.
Grid Framework version 1.3.3 has been approved by the Asset Store team. This update addresses 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 the sliding puzzle and movement with obstacles, which are now fixed. Based upon a customer's question I also built a snake game example; it's mostly an extension of the grid-based movement but with several snake segments following each other.
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 some point in the future for the sake of completion, but they are no priority.
It has been two weeks since 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, but i expect everything to be fine. All methods that got the axe are now gone as well and have been put into extension methods and ZIPped into archives; that way no one will accidentally use the deprecated API. I also added a section called Legacy Support to the manual with instructions.
Hello everyone, I decided to do a status update so you know what's going on and coming next.
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 write in such a case:
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, meaning that once you've exceeded the maximum angle it start from the beginning again without you having to worry about anything.
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.
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.
Hello again
This release serves as a preparation for Version 1.3.0, which will add 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 and the angle tells us the direction. This screenshot shows the new polar grid in Unity
Version 1.2.4 has been approved by the Asset Store team. Here are the new features:
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 for rendering. Every single frame. I have introduced a caching feature that will store all the calculated points and reuse them instead of calculating everything all over again as long as the grid has not been modified.
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 visible grid in the editor. Until now you either had had to have two grids or use a script to change the colours once the game starts. Both options worked fine but required more work than needed, now you can do it out of the box. Of course it is entirely optional, so if you don't set anything you will be using the same colours for rendering and drawing.
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 "circle" class.
Update time. Let's go over what's new:
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?