• Solitude thumbnail
    • Banshee Game thumbnail
    • Freedom thumbnail
    • Mechadroids thumbnail
    • Dark Choices thumbnail
    • Catch 2122 thumbnail
    • Root Access thumbnail
  • Banshee Game thumbnail
  • Freedom thumbnail
  • Mechadroids thumbnail
  • Dark Choices thumbnail
  • Catch 2122 thumbnail
  • Root Access thumbnail

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

RT @CWolf: That's module script state syncing complete for chunking support in @SolitudeGame #RV

14/08/2017 @ 4:20pm UTC

RT @Jargon64: MFW I finally get the Lua game update loop working for the thruster controls but neglect to multiply acceleration b… https://t.co/upYsrFRr4V

4/08/2017 @ 7:06pm UTC

RT @SolitudeGame: Now that server-side physics has been implemented, @Jargon64 & @CWolf get in their box ships for some multiplayer t… https://t.co/60zNflf3Hm

3/08/2017 @ 4:53pm UTC

RT @CWolf: Almost able to merge in a major refractor for ingame multiplayer computer terminals. Tomorrow's the day! Then more… https://t.co/gzenvN0rmU

31/07/2017 @ 9:10pm UTC

RT @CWolf: The biggest ones are easy enough to keep tabs on but I'd love to know the smaller events going on these days

26/07/2017 @ 10:17am UTC