In this post, we will create a shaky bridge, a bridge that collapse as the player walks on it. For this we will create a sprite and add a Rigidbody2D component to it. We will then either activate or deactivate the gravity on this object so that it starts to fall only the player collides with it.
A while ago, I was talking to Jason, who is one of the (many) passionate game developers on this mailing list; he has been using the books Unity from Zero to Proficiency series and has made some pretty cool games since then. I thought it would be great if he could share some insights and some of his current projects.
The plan for the this small tutorial is to do the following:
Create a simple scene where the player is initially represented by a tank (made of simple boxes) and is controlled using the arrow keys.
Add networking capabilities so that this scene can be played by (and shared amongst) several players over the same network.
This will be done step-by-step and all the networking aspects will be covered in details, so that you get a solid grasp of implementing a simple networked game; once you understand how to create such a game, you will be able to transfer these skills to a game of your choice.
Memory Usage [Image from http://help.infragistics.com/
We all do it!
Yet, this is a topic that rarely receives attention: memory allocation and performance; When our game has been created and that functionalities have been implemented, we would typically use a profiler to try to identify issues that may slow down our code; this being aid, many of the bottlenecks detected by the profiler, may be prevented by coding defensively and avoiding some common pitfalls; these are often linked to garbage collection, memory allocation, and speed of access; in this post, we will start to talk about the heap and the stack, explain what these terms mean, how and why data are stored in these, and how to optimize our code to use them wisely and efficiently. Continue reading →