Category: Uncategorized

  • Rebelle 7 – Zorn Palette

    Rebelle 7 – Zorn Palette

    The “real” color mixing of Rebelle 7 is one of it’s best features. This is why I like working with it. As advertised the software faithfully replicates the experience of working with real paints – be it watercolor, acrylic, or oils. (It also has pastels, charcoal, pencil and inks). I can use it to mix…

  • Android Mobile GyroScope

    Android Mobile GyroScope

    I’ve been cleaning out old projects and experimental work. This Android Mobile Gyroscope code I was going to build up into a space run style of game inspired by my memories of a favorite Atari Star Wars cabinet. The player object is the blue cube that flies down the “canyon” and has to dodge the…

  • Rebelle 7 First Steps

    Very much enjoying playing with Rebelle 7 Digital Painting software. I started with a basic ball study and the oil brushes. I love having a texture and grain to work against. This is very much like painting with real paint. Not missing the smell of turps. Most of the work was done with a simple…

  • GODOT: Learning from the Tutorials

    Stuff that I learned from the Godot Step-by-Step starter tutorials. I’m hoping I can shorten someone else’s journey (plus this is how I document stuff). A Godot Game is a tree of Scenes (*.tscn files from the project explorer) and Scenes are made up of Nodes (the primitive types in a Godot game). In the…

  • Rebelle 7 Release Day

    I don’t often get excited about software (OK I got a little bit excited about the more recent Blender updates to the animation suite) but today is the release day of Rebelle 7. I’ve been a serial tester of graphics programs and Rebelle Painter has been on my wish list for some time. I’ve literally…

  • Unity: Networking Does Not Work in the Editor

    This is an embarrassing post. Some days are there to simply remind you that you don’t really know what you are doing. I spent two days trying to track down why my networking scripts were not working when I ran them in the editor. Turns out that the editor makes it’s own internal network stack…

  • Unity: High CPU on Small Projects

    Quick Tip: I have been working on a TCP/IP Networking project using a client/server architecture. The client (and the server for that matter) are both relatively small code bases and the UI and object count are really low in the scene. I had been struggling with CPU load in the project and feverishly trying to…

  • Blender 2D Animation with Meshes

    This is a follow on from the workflow discussed in the previous post: Preparing 2D Art for Animation. This is the end result of the process described: I’m looking to see if there are any advantages to using Blender as a 2D Animation tool using meshes over Unity’s Spline Sprite based animation system. The differences…

  • Preparing 2D Art for Animation

    I’ve been doing some work on the 2D side of things in preparation for another game. This has been the general workflow. 1. Make the assets in Clip Studio. 2. Pack the sprites with Free-Tex-Packer 3. Import the art into Blender, make a mesh for each sprite and UV map it. 4. Add the Armature…

  • Rust on RHEL WSL2

    Rust on RHEL WSL2

    I’ve been doing a lot of back end investigation the past few months – trying to build something to support future projects. Most of it’s just random poking about with new technologies and different ways of doing “stuff” but then sometimes while doing this you find something that is really cool and resonates with the…