• HiPhish
  • Grid Framework
    • Overview
    • Features
    • Examples
    • Gallery
    • Showcase
    • FAQ
    • News
    • Support

    • Buy Now 35$
  • Open Source
    • NTFS-Clone
    • IPS-Tools
    • roll
    • Newton's Method in C
    • Xeen Tools
    • Wolf3D Extract
    • Game Source Documentation
  • Vim/Nvim plugins
    • Info.vim
    • REPL.nvim
    • Quicklisp.nvim
    • jinja.vim
    • Guix channel
  • Blog
  • About
  • Grid Framework
  • Features
  • Examples
  • Gallery
  • Showcase
  • FAQ
  • News
  • Support
  • Buy
  1. news
  2. tags
  3. old-blog
  • Hex grid drawing - finally!

    Published: 2012-08-30

    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.

    Continue reading…

  • Hex grid progress so far

    Published: 2012-09-02

    Here’s a quick status update:

    Continue reading…

  • Version 1.1.4 released

    Published: 2012-09-05

    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.

    Continue reading…

  • Version 1.1.5 released

    Published: 2012-09-06

    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 what the layer sees in the final game, not the drawing, whether they are the same or not. Also, the drawing is only a drawing, the grid keeps working beyond what’s visible, being infinite. That’s why the drawing had low priority and I worked on other parts instead.

    Continue reading…

  • Version 1.1.6 submitted

    Published: 2012-09-22

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

    Continue reading…

  • Cannot log into my account

    Published: 2012-10-02

    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 example where I can place obstacles on the grid and the sphere will not step on those squares (without using any physics like collision and raycasts). Sadly I can’t update Grid Framework because I can’t log into my account via Package Manager. My account still works, I can log into the forums and my Publisher Administration, so the problem must lie within the editor. I’ve submitted a bug report, but until then I cannot publish updates. If you are interested in one of those two examples please contact me over the Unity forums and I’ll send you the examples, provided that you already own Grid Framework. On a related note, it appears that Grid Framework’s product page in the Asset Store doesn’t have any screenshots. I did submit screenshots, but they don’t appear for me, I don’t know if other people can’t see them either.

    Continue reading…

  • Version 1.1.7 released

    Published: 2012-10-05

    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 my old ones somehow.

    Continue reading…

  • Example video: Level Design and Text parsing in Unity3D

    Published: 2012-10-06

    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 editors and support for user-made content. Just take a look at how simple, yet effective it is:

    Continue reading…

  • Back again

    Published: 2012-10-28

    I just wanted to drop a line saying I’m back to work. As I mentioned previously I was busy with exams, so development was 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 to working on the hex grid update. Currently I’m about halfway done, maybe more. I’ll keep you updated :) Finally, I’d like to thank everyone who bought Grid Framework so far, you guys have made all this effort worthwhile and you are the ones who allow me to go on with it. Thank you.

    Continue reading…

  • Vertex progress

    Published: 2012-11-12

    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.

    Continue reading…

  • « First
  • ‹ Previous
  • 3 of 8
  • Next ›
  • Last »
Subscribe: RSS

Archive

  • 2021 (14)
  • 2019 (3)
  • 2018 (1)
  • 2017 (3)
  • 2016 (16)
  • 2015 (13)
  • 2014 (8)
  • 2013 (19)
  • 2012 (40)

Categories

  • progress (41)
  • release (43)
  • tips (2)
  • organisation (8)
  • misc (1)

Tags

  • old-blog (74)
  • example (7)
  • extension (4)
  • vectrosity (5)
  • how-to (7)
  • rant (3)
  • API-change (3)
  • asset-store (1)
  • spheric (2)
  • coordinate-system (1)
  • v3 (13)
  • packages (5)
  • playmaker (3)

© 2015-2026, licensed under CC BA-SA 4.0

GitHubGitLab