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14:24 Add Comment

Continuously generated levels  are not completely an unusual  technology to construct today. Nevertheless, possessing a brilliant globe, with a lot of moving objects and complete customized amount layout that also has to run on low-end mobile phones, frequently demonstrates more difficult than at first expected. On this page, one of the most advanced developers, Michiel Frankfort, describes how we tackled this for KLM Jets , Papercraft Air-O-Batics.

This is what they done!

public class LowResFrustumExtension : MonoBehaviour {
Awake() {
On awake we create one or multiple camera’s nested as a child into this gameobject. We then inherit all the settings found on the parent-camera component. For each camera, we assign a target RenderTexture (RT), with decreased resolution.
Thanks to the custom projection-matrix, we are able to go with anamorphic (non square) pixels, allowing us to scale down the ‘width’ by a factor of 2 and the ‘height’ by a factor 4. After rendering, the target-texture will appear ‘skewed’ but by blitting the RT back to full screen, it stretches back into place. We do not scale down with a square ratio,because this reduces tearing. There are a lot of vertical lines that will start to jitter when the ‘width’ is scaled down to a factor of 4, but for the (relative stable) horizontal lines, this looks okay.
Each camera and its target RT represents a ‘RenderLayer’. Each layer renders a certain area of the total render-distance. For example, this is one of the setups we used for Jets:
MainCamera (full-res)  0.1 to 25
First RenderLayer (half-res) 25 to 55
Second RenderLayer (third-res) 55 to 75
The RenderLayers need to be rendered in a ‘far-to-near’ order, so the camera’s depth equals the parent camera’s depth, minus its own RenderLayer index.

Update() {
On update we loop through all the RenderLayers and update the custom projection-matrix accordingly. Each layer should extend its parent main camera, therefore some values need to be inherited in each frame, such as fov, culling-mask, etc.

OnPreRender() {
This ‘OnPreRender’ is fired when the parent/main camera is about to be rendered. At this point, due to lower camera-depth, all the children RenderLayers are already done rendering. This means that there is a stack of RenderTextures available and ready to be ‘blitted’ to the final RT or screen.
So we first make sure the screen is targeted as its final render-target, then we loop through all RenderLayers and blit its RT to the screen.

KLM Jets papercraft air-o-batics

read original article here


The Basic Concept behind This Mind-Blowing 3D Interactive Sandbox

New Unity 2d Tools You Can Get Its Early Access

The Basic Concept behind This Mind-Blowing 3D Interactive Sandbox

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Scientists at UC Davis have develop a method to bring any imaginary landscape to life with interactive 3D projection technology. The outcomes are simply just breath-taking!

This unique interactive sandbox answers your actions, and that can be built home utilizing common-place technology.

All it requires is a digital projector and a Kinect.


The projector shows an interactive topographical map, with contour and height in real-time.


You could make mountains and also valleys, and the computer modifications the projection enhance the landscape!


It’s not just fun… it’s a powerful way to educate kids regarding geography!


See More:

Open Source Game Engines, 13 Here To Choose From
The Strategies Behind a $5M+ Per Day Mobile Game (Clash of Clans)

The Strategies Behind a $5M+ Per Day Mobile Game (Clash of Clans)

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clash of clans secret

The Strategies Behind a $5M+ Per Day Mobile Game (Clash of Clans)

A little more than 3 years older, Clash of Clans rankes much more than $1M $5M5 daily and regularly graphs in the top three grossing apps.  It is the app that brand new video game developers look to for motivation.

But the future didn’t generally look so vibrant for the game’s developer, Supercell.  In mid-2011 the year-old firm discovered their web- and Facebook-first technique would not produce the hit game they required (this was later in the Facebook game craze), so that they rapidly changed to a tablet-first strategy and destroyed all of their old games.  At that time, touch screen phones – and especially tablets – were an unproved marketplace, however their exciting technique determined.

By mid-2012, Supercell got launched one tablet game and eliminated two, nonetheless they were acquiring nearer to the objective.  Profits lastly came in May 2012 once the freshly introduced Hay Day rapidly turned out to be a success.  After nearly its feet, Clash released in August 2012 and had become the #1 top grossing game in the united states within 3 quick months.

Just how did they do it?  Just after creating half dozen unsuccessful games, just how did Supercell discover such achievements with Clash (and Hay Day)?

The whole works begins with the absolute most fundamental game design.

Their Few Secrets are
Read full here > 

Start with a strong core loop:

Once you remove away all the extras and bonuses in a game, you are left with all the core loop.  It is the building blocks of the game.  In Pac-Man the core loop is: (1) Avoid ghosts (2) Eat dots (3) Complete maze (and next repeat).

Clash of Clans' Core Loop

Improve constantly:

Just after finishing the first version of Clash, Supercell spent numerous employee time merely playing their own game.This soft “launch” (also known as dogfooding) introduced a low-risk chance to discover possible problems.  When they experienced studied enough using their built in launch, Clash gone to live in it’s first nation launch.


Look for free marketing

Use paid marketing strategically

Make onboarding seamless


Make daily engagement core to your product

Build everything with revenue in mind

Read full here


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Error building Player: Win32Exception: zipalign.exe in Unity3d [FIXED]

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Recently i was getting this error in one of my game, But unable to figure out where the problem is but after searching lots of site, finally got the solution on stackoveflow and that was simply 1 minute solution you wont believe.

They error was this

Error building Player: Win32Exception:

Error building Player: Win32Exception: ApplicationName='C:/Users/craiglerr/Desktop/adt-bundle-windows-x86_64-20140624/sdk\tools\zipalign.exe', CommandLine='4 "C:\Users\craiglerr\Desktop\Game\Temp/StagingArea/Package_unaligned.apk" "C:\Users\craiglerr\Desktop\Game\Temp/StagingArea/Package.apk"', CurrentDirectory='Temp/StagingArea'


Just goto your Android SDK folder
Go to build-tools and select a version (\22.0.1)
Copy zipalign.exe
Go back to build-tools
Go into tools
Paste zipalign.exe

That's it!

Now build game and Error building Player: Win32Exception: zipalign.exe in Unity will never come again!

you should see also
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Know The Unity Version Of A Unity Project Without Unity

Open Source Game Engines, 13 Here To Choose From

13:20 Add Comment

Looking for open source game engines Frameworks for building games across multiple platforms.
Here i collected 13 game engines to choose from.

cocos2d / cocos2d-x
cocos2d-x for C++

okamstudio / godot
Godot Game Engine

SFTtech / openage
Free (as in freedom) open source clone of the Age of Empires II engine.

turbulenz / turbulenz_engine
Turbulenz is a modular 3D and 2D game framework for making HTML5 powered games for browsers, desktops and mobile devices.

GarageGames / Torque3D
MIT Licensed Open Source version of Torque 3D from GarageGames

OpenRA / OpenRA
An open-source implementation of the Command & Conquer: Red Alert engine using .NET/Mono and OpenGL.

Gamua / Starling-Framework
The Cross Platform Game Engine

gameplay3d / GamePlay
Cross-platform 3D native C++ game framework for mobile and desktop games.

GarageGames / Torque2D
MIT Licensed Open Source version of Torque 2D from GarageGames

spring / spring
A powerful free cross-platform RTS engine

jMonkeyEngine / jmonkeyengine
A complete 3D game development suite written purely in Java.

AdamsLair / duality
a 2D Game Development Framework

Circular-Studios / Dash
A free and open 3D game engine written in D.

select any of these from github and start creating your awesome games on open source game engine you downloaded..

New Unity 2d Tools You Can Get Its Early Access

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Unity recently giving early access to their new unity2d tools that are very much improved and important.

what they said:

Early alpha access for Unity Pro users
Perhaps the most exciting change is that we’re releasing features that are in development to Unity Pro users much earlier. With your feedback, we hope to cut development time by better understanding how we can meet your needs.
You can find the link to the current alpha from our Bitbucket repo.

Here’s a sneak peek at some of the features in the current alpha build:

Tile Map Editor
9-Slice Sprites
Smart Sprite
ETC1 Compression
Improved Sprite Packing
And many more…

Unity Analytics Open Beta Getting Started

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Lets Try Unity Analytics. A powerful data platform to enhance player preservation, activation and also monetization. Backed by a powerful division engine, Unity Analytics control panel gives important metrics you worry about. Unity created the control panel for the Unity community according to your suggestions.

Monitor Active Players, Visits, Retention, and Income.

If you need further insights just Apply Custom Events to keep track of player activities.


Metric Monitor
Custom Data Collection
Segment Builder
Custom Event Metrics
Funnel Analyzer

To getting started simply Create an account / sign in at and integrate the sdk.

Integration instructions Unity Analytics Open Beta :

Platforms supported: Mac, Windows, Linux, Windows 8.1 Store and Phone, iOS, and Android