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Nav Gupta
Unity 3D Live Expert - Other
Toronto, Canada
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Nav Gupta
updated the article
Feb 19, 2019 12:45 AM
Pathfinding Basics, Concepts, Tips and Ideas
Pathfinding is the process of navigation that is used in moving an object from one point to a second distinct point in space and the logical steps to do so.
Pathfinding Basics, Concepts, Tips and Ideas
Article
Nav Gupta
published the article
Feb 16, 2019 9:10 PM
Pathfinding Basics, Concepts, Tips and Ideas
Pathfinding is the process of navigation that is used in moving an object from one point to a second distinct point in space and the logical steps to do so.
Pathfinding Basics, Concepts, Tips and Ideas
Article
Nav Gupta
updated the article
Feb 12, 2019 5:41 PM
Spawn Points and Object Pooling
In any game you may be making, more than likely you will run into times where you will need to spawn objects (Enemies, bullets, players, pick-up items, etc.). In this article we go over spawn points and object pooling and go over...
Spawn Points and Object Pooling
Article
Uroš Zečević
7 days ago
No problem, i just don't want people to think pooling is a magical solution for eliminating instantiating calls, it requires a bit of setup to work properly.
Nav Gupta
11 days ago
Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
I'm making adjustments and giving you credit for that catch :) i'm adding in a note in my article now with your name. Thanks again!
Nav Gupta
11 days ago
Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
You are totally right. I was just trying to put a very basic idea and concept, I felt that to not confuse new developers I would keep it simple :) +1 Thumbs up to you for catching that and noting that. Your way is the way one should definitely go with pooling for sure :)
Uroš Zečević
11 days ago
Nice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
Nav Gupta
published the article
Feb 11, 2019 1:48 PM
Spawn Points and Object Pooling
In any game you may be making, more than likely you will run into times where you will need to spawn objects (Enemies, bullets, players, pick-up items, etc.). In this article we go over spawn points and object pooling and go over...
Spawn Points and Object Pooling
Article
Uroš Zečević
7 days ago
No problem, i just don't want people to think pooling is a magical solution for eliminating instantiating calls, it requires a bit of setup to work properly.
Nav Gupta
11 days ago
Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
I'm making adjustments and giving you credit for that catch :) i'm adding in a note in my article now with your name. Thanks again!
Nav Gupta
11 days ago
Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
You are totally right. I was just trying to put a very basic idea and concept, I felt that to not confuse new developers I would keep it simple :) +1 Thumbs up to you for catching that and noting that. Your way is the way one should definitely go with pooling for sure :)
Uroš Zečević
11 days ago
Nice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
Nav Gupta
updated the article
Feb 8, 2019 7:54 PM
Onboarding in Games - Learn 7 Tips For Onboarding and User Training
A good onboarding system can help build habits in your players that will keep them coming back to your game and enjoy it. Get it wrong and you'll have players confused and even uninstalling your game!
Onboarding in Games - Learn 7 Tips For Onboarding and User Training
Article
Nav Gupta
published the article
Feb 7, 2019 12:07 AM
Onboarding in Games - Learn 7 Tips For Onboarding and User Training
A good onboarding system can help build habits in your players that will keep them coming back to your game and enjoy it. Get it wrong and you'll have players confused and even uninstalling your game!
Onboarding in Games - Learn 7 Tips For Onboarding and User Training
Article
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Nav is a Unity 3D Live Expert serving clients globally with years of experience in mobile and game...
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