Author Archives: Kenth Ljung

About Kenth Ljung

2012 Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

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Program: Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

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Program: Programming

Unity tweaks, workarounds and tricks

Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]

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Program: Programming

Unity tweaks, workarounds and tricks

Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]

/ Comments Off on Unity tweaks, workarounds and tricks
Program: Programming

Unity tweaks, workarounds and tricks

Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]

/ Comments Off on Unity tweaks, workarounds and tricks
Program: Programming

Unity tweaks, workarounds and tricks

Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]

/ Comments Off on Unity tweaks, workarounds and tricks
Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing […]

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Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing […]

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Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing in Unity 3D […]

/ Comments Off on Big Game Project
Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing in Unity 3D […]

/ Comments Off on Big Game Project
Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing […]

/ Comments Off on Big Game Project
Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing […]

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Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

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Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program. It looked something like this:
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program. It looked something like this:
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

Recording HD footage with Unity and Fraps

Today I worked on our trailer for our game CoBots. Besides the videographical changes from the GGC trailer I made earlier this year there was also this lingering problem with the colors and the extreme color banding that occured throughout the video. The characters (and everything in general) was also very washed out and somewhat blurred, and this time I set out to do it right. For those of you who […]

/ Comments Off on Recording HD footage with Unity and Fraps
Program: Programming

Recording HD footage with Unity and Fraps

Today I worked on our trailer for our game CoBots. Besides the videographical changes from the GGC trailer I made earlier this year there was also this lingering problem with the colors and the extreme color banding that occured throughout the video. The characters (and everything in general) was also very washed out and somewhat blurred, and this time I set out to do it right. For those of you who […]

/ Comments Off on Recording HD footage with Unity and Fraps
Program: Programming

Recording HD footage with Unity and Fraps

Today I worked on our trailer for our game CoBots. Besides the videographical changes from the GGC trailer I made earlier this year there was also this lingering problem with the colors and the extreme color banding that occured throughout the video. The characters (and everything in general) was also very washed out and somewhat blurred, and this time I set out to do it right. For those of you who don’t […]

/ Comments Off on Recording HD footage with Unity and Fraps
Program: Programming

Recording HD footage with Unity and Fraps

Today I worked on our trailer for our game CoBots. Besides the videographical changes from the GGC trailer I made earlier this year there was also this lingering problem with the colors and the extreme color banding that occured throughout the video. The characters (and everything in general) was also very washed out and somewhat blurred, and this time I set out to do it right. For those of you who don’t […]

/ Comments Off on Recording HD footage with Unity and Fraps
Program: Programming

Recording HD footage with Unity and Fraps

Today I worked on our trailer for our game CoBots. Besides the videographical changes from the GGC trailer I made earlier this year there was also this lingering problem with the colors and the extreme color banding that occured throughout the video. The characters (and everything in general) was also very washed out and somewhat blurred, and this time I set out to do it right. For those of you who […]

/ Comments Off on Recording HD footage with Unity and Fraps
Program: Programming

Recording HD footage with Unity and Fraps

Today I worked on our trailer for our game CoBots. Besides the videographical changes from the GGC trailer I made earlier this year there was also this lingering problem with the colors and the extreme color banding that occured throughout the video. The characters (and everything in general) was also very washed out and somewhat blurred, and this time I set out to do it right. For those of you who […]

/ Comments Off on Recording HD footage with Unity and Fraps
Program: Programming