Check out the latest installment of our series focusing on architectural rendering well known scenes from older videogames. This time we visit Tenchu: Stealth Assassins.
[Screenshot and inspiration source: Tenchu Stealth Assassins, Activision, 1998, PS1]
Our next example of architectural visualisation techniques with videogames touches on the 1995 game Jumping Flash.
See more here:
[Screenshot and inspiration source: Jumping Flash!, Sony Computer Entertainment, 1995, PS1]
Check out our newest example of architectural visualisation with old videogames. This entry is on Metal Gear Solid’s Computer Lab (the one with Otacon and Gray Fox).
[Screenshot and inspiration source: Metal Gear Solid, Konami, 1998, PS1]
Brief article on setting up a custom Unity3D cursor, and what to do if it appears distorted:
I’ve created a small article with a quick solution that hopefully does the trick — follow the link below:
Just completed and uploaded a selection of render images featuring robotic insects.
Check this link for all the images:
The linked article will give you code examples and images in a step by step guide to implementing a basic Unity3D minimap.
As of at least Unity3D 3.5.6, I haven’t been able to get a joypad to work with scrolling a menu. I’d spent many hours trying all kinds of trickery to get it to work logically: I rationalised that I must surely be at fault, not Unity3D.
Turns out Unity3D really does have a problem with this particular issue, and I don’t think there’s an elegant solution. No doubt it’ll be resolved in future releases.
Article with explanation and code detailing a workaround for the GUI text scrambling error that can occur with Unity3D mobile apps.
In this article we’ll look at the timed deletion of objects you spawn in Unity3D. Especially useful for bullets. Code examples are provided.