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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:media="http://search.yahoo.com/mrss/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:creativeCommons="http://backend.userland.com/creativeCommonsRssModule" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-8868627381445036820</atom:id><lastBuildDate>Wed, 18 Jan 2012 13:53:09 +0000</lastBuildDate><category>Meet the Masters</category><category>meshes</category><category>Unity 3D</category><category>developing</category><category>Modding</category><category>music</category><category>Modeling</category><category>Jean Michel Jarre</category><category>Maya</category><category>scaling</category><category>game engine</category><category>book</category><category>Unit</category><category>itween</category><category>Zoolook</category><category>game development</category><category>audio</category><category>iPhone</category><category>General</category><category>iPod</category><category>gapless looping</category><category>Unity</category><category>mp3</category><category>Naming Conventions</category><category>performance</category><category>Jochen Hipper</category><category>Unity remote</category><category>iOS</category><category>unity3d</category><category>review</category><category>Issues</category><category>Game concept</category><title>Servé's Unity Blog</title><description>On this blog I will post articles about my journey into the exiting world of Game Development: Graphics, Sound and Coding using Unity 3D</description><link>http://servehermans.blogspot.com/</link><managingEditor>noreply@blogger.com (Servé Hermans)</managingEditor><generator>Blogger</generator><openSearch:totalResults>26</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/ServsGameDevelopmentBlog" /><feedburner:info uri="servsgamedevelopmentblog" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><itunes:owner><itunes:email>noreply@blogger.com</itunes:email></itunes:owner><itunes:explicit>no</itunes:explicit><itunes:subtitle>On this blog I will post articles about my journey into the exiting world of Game Development: Graphics, Sound and Coding using Unity 3D</itunes:subtitle><creativeCommons:license>http://creativecommons.org/licenses/by-nd/2.0/</creativeCommons:license><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-3167738742965346885</guid><pubDate>Wed, 18 Jan 2012 13:53:00 +0000</pubDate><atom:updated>2012-01-18T05:53:09.616-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity</category><category domain="http://www.blogger.com/atom/ns#">mp3</category><category domain="http://www.blogger.com/atom/ns#">gapless looping</category><category domain="http://www.blogger.com/atom/ns#">audio</category><title>Gapless looping MP3 music in Unity 3D</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/URnBtHkTdHA/gapless-looping-mp3-music-in-unity-3d.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://3.bp.blogspot.com/-T2cVE78K1IM/TxbM2_WHgKI/AAAAAAAACsA/Q32I6fW64rE/s72-c/2012-01-18_1443.png" height="72" width="72" /><description>Recently I have been struggling with my background music. As it appears MP3 music does not loop very well. Natively MP3 sounds have a little space at the start and end of the track.

I thought that...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/URnBtHkTdHA" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2012/01/gapless-looping-mp3-music-in-unity-3d.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-6042486270476639438</guid><pubDate>Mon, 16 Jan 2012 19:25:00 +0000</pubDate><atom:updated>2012-01-16T11:25:41.749-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity</category><category domain="http://www.blogger.com/atom/ns#">music</category><title>Game music</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/0dv5N0CLEq0/game-music.html</link><author>noreply@blogger.com (Servé Hermans)</author><description>There we go: a new fresh set of game music ready to get integrated into my forthcoming game. Which actually means that I am neeeeeearly done. :-)



Enjoy:



 





    Meet the masters - game music...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/0dv5N0CLEq0" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2012/01/game-music.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-4017556659948702143</guid><pubDate>Wed, 11 Jan 2012 20:01:00 +0000</pubDate><atom:updated>2012-01-11T12:01:19.434-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unit</category><category domain="http://www.blogger.com/atom/ns#">review</category><category domain="http://www.blogger.com/atom/ns#">book</category><title>Book review: Unity 3.x Game Development by example</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/lXYBNO5rhAg/book-review-unity-3x-game-development.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://3.bp.blogspot.com/-eFTa8tUw1pU/TuO1LqgkBjI/AAAAAAAACp8/bysnQt15FtY/s72-c/unity2.jpg" height="72" width="72" /><media:content url="http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~5/Yvlw_lpm0jw/1840-chapter-7-don%27t-be-a%20-clock-blocker.pdf" fileSize="1299584" type="application/octet-stream" /><itunes:explicit>no</itunes:explicit><itunes:subtitle>It took a while but now I have finished reading the book Unity 3.x Game Development by example - beginners guide written bij Ryan Henson Creighton. The subtitle says: A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.x</itunes:subtitle><itunes:author>noreply@blogger.com (Servé Hermans)</itunes:author><itunes:summary>It took a while but now I have finished reading the book Unity 3.x Game Development by example - beginners guide written bij Ryan Henson Creighton. The subtitle says: A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.x and must admit that this book definitely gives you a nice start. There are several reasons why this book might be useful for you where other books about Unity development are not: the nr. one reason for indie developers to fail is that they set their goals to high. Often, like me, you are developing on your own. Trying to build an epic open world game is just one bridge to far and you will need to concentrate on something you can finish and discover the game mechanic which is core to your game. The author spends a great deal on this and shows you various games and their game mechanics. When I read the first chapter I was already convinced that this book would focus on the core building blocks but started to get a little worried if the games in this book would be too simple. Luckily I was wrong. The second reason is that most books and tutorials contain advanced examples where the code is long. The author instead focusses on short scripts and explains them very well and with a lot of humor too! Meaning that you will develop a nice 3D game where you have seen all of the script but without the need to explorer a 300 lines of player controller script. The same is true for the chapter that deals with Unity. It is right to the point where additional GUI elements in the other chapters when there is need to work with them (like the Animation window) The third reason is that most 3D games are rather complex in terms of maths. For beginners, this is terrifying. You don't want to understand everything right from the start. Of course, movement and rotation will be explained but you don't need to lets say do some raycasting to detect if the laser beam hits the player or discover who is in line of sight. The fourth reason is that when you have a good game mechanic you are probably a developer who would like to start coding. You don't have any graphics yet still Unity provides you some primitives to work with. The author is doing the same, he starts with a good game mechanic: keep the ball in the air using a stick. But then after some time you would like to replace it with real 3D graphics someone (or yourself) provides. Maybe after some time you would like to use the same concept in a different game with different 3D graphics. Well, that is exactly how the book works. It will show you how to transform the core concept into a game where a heart will be bouncing on a tray and the nurse is running through the hallway. It also shows how to reskin a game from something where a guy is trying to catch bombs and steins into a game where a spaceship is avoiding enemy ships and can fire some bullets as well. This is very good to my opinion. Reskin the same game into something totally different will show you how to reuse scripts which will definitely speed up game development in the end. Having giving you the main reasons to read this book I can only add that it is a funny book! The author has its own style with lots of humor making everything very readable. In the end I finished &amp;nbsp;this book mostly when reading it in the train. Which tells you something about the fact that you don't need to sit in front of Unity with all of the assets loaded to understand it. Of course, it would be better when &amp;nbsp;you actually try things out yourself but if you already have played around a little bit with Unity than this will &amp;nbsp;work as well. What is missing? To be honest, this book is a good start but when you want to develop a game you will need many levels. And that piece is missing. I am referring to the piece called the game engine responsible for loading levels and keeping track of the main game properties like nr of lives left, score etcetera. Although you can read about it on this blog. ;-) Shameless</itunes:summary><itunes:keywords>Unit, review, book</itunes:keywords><description>It took a while but now I have finished reading the book Unity 3.x Game Development by example - beginners guide written bij Ryan Henson Creighton.



The subtitle says: A seat-of-your-pants manual...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/lXYBNO5rhAg" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2012/01/book-review-unity-3x-game-development.html</feedburner:origLink><enclosure url="http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~5/Yvlw_lpm0jw/1840-chapter-7-don%27t-be-a%20-clock-blocker.pdf" length="1299584" type="application/octet-stream" /><feedburner:origEnclosureLink>http://www.packtpub.com/sites/default/files/1840-chapter-7-don%27t-be-a%20-clock-blocker.pdf?utm_source=packtpub&amp;amp;utm_medium=free&amp;amp;utm_campaign=pdf</feedburner:origEnclosureLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-595744459247009654</guid><pubDate>Sat, 10 Dec 2011 19:31:00 +0000</pubDate><atom:updated>2011-12-10T11:38:43.854-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity</category><category domain="http://www.blogger.com/atom/ns#">review</category><category domain="http://www.blogger.com/atom/ns#">book</category><title>Unity books</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/-mD5weDZcec/i-am-currently-reading-two-books-on.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://1.bp.blogspot.com/-J5MTiYu1bzE/TuO1LNhHPzI/AAAAAAAACp4/A7u9Bl4YfCQ/s72-c/unity.jpg" height="72" width="72" /><description>I am currently reading two books on Unity game development:



* Unity 3 Game development hotshot

* Unity 3.x Game development by Example Beginners Guide



&amp;nbsp;Visit these links for more...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/-mD5weDZcec" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/12/i-am-currently-reading-two-books-on.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-5681458027533729986</guid><pubDate>Wed, 23 Nov 2011 11:21:00 +0000</pubDate><atom:updated>2011-11-23T03:24:35.102-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">game development</category><category domain="http://www.blogger.com/atom/ns#">Unity remote</category><title>Unity Remote is slow and choppy</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/-MGCSdXkSZs/unity-remote-is-slow-and-choppy.html</link><author>noreply@blogger.com (Servé Hermans)</author><description>Today I was testing my iPhone game using Unity Remote and it was choppy and slow. Some people suggest that you turn off the Show Image feature on Unity Remote which disables the graphics output on...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/-MGCSdXkSZs" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/11/unity-remote-is-slow-and-choppy.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-3892821393461174474</guid><pubDate>Wed, 19 Oct 2011 08:43:00 +0000</pubDate><atom:updated>2011-10-19T01:49:35.267-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity</category><category domain="http://www.blogger.com/atom/ns#">Issues</category><title>Unknown identifier after upgrading Unity</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/ojNqHWypoHM/unknown-identifier-after-upgrading.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://3.bp.blogspot.com/-wepzvd8EkmA/Tp6NjJwrJZI/AAAAAAAACns/Vpn4QYsI2cQ/s72-c/2011-10-19_1042.png" height="72" width="72" /><description>After I upgraded Unity today I received all kinds of compiler errors containing the message Unknown Identifier.



At first it seemed that this is caused by the fact that my project for the iPhone...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/ojNqHWypoHM" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/10/unknown-identifier-after-upgrading.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-5391660663679187394</guid><pubDate>Wed, 15 Jun 2011 19:05:00 +0000</pubDate><atom:updated>2011-06-15T12:06:04.378-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">unity3d</category><category domain="http://www.blogger.com/atom/ns#">iOS</category><category domain="http://www.blogger.com/atom/ns#">Meet the Masters</category><category domain="http://www.blogger.com/atom/ns#">Game concept</category><title>Finally made it into the second chapter of Meet the Masters</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/zGTgv2Bn3IA/finally-made-it-into-second-chapter-of.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://1.bp.blogspot.com/-mXL98l0T6X0/TfkCi9NWC8I/AAAAAAAAClU/n168-0OS6v0/s72-c/2011-06-15_2055.png" height="72" width="72" /><description>The iOS game I am currently working on is all about the great and famous painting masters from long ago. Of course, the main objective is still to roll your ball to the finish but it doesn't mean you...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/zGTgv2Bn3IA" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/06/finally-made-it-into-second-chapter-of.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-9038936504128310227</guid><pubDate>Mon, 13 Jun 2011 10:55:00 +0000</pubDate><atom:updated>2011-06-13T03:55:54.583-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">game engine</category><category domain="http://www.blogger.com/atom/ns#">unity3d</category><category domain="http://www.blogger.com/atom/ns#">developing</category><title>How to maintain game state between levels</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/ny-eBTNBNXc/how-to-maintain-game-state-between.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://4.bp.blogspot.com/-zza1Yw31ZWI/TfXshpKkV0I/AAAAAAAACkI/4KkuhzgBu2o/s72-c/2011-06-13_1254.png" height="72" width="72" /><georss:featurename>5351 Berghem, Nederland</georss:featurename><georss:point>51.77 5.5747221999999965</georss:point><georss:box>51.7362145 5.548223699999997 51.803785500000004 5.601220699999996</georss:box><description>Typically, in most games there is a kind of game engine object that keeps track of the main status of the game like the amount of lives there are left, the level you are playing, orchestrating the...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/ny-eBTNBNXc" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/06/how-to-maintain-game-state-between.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-8644439473369380274</guid><pubDate>Sun, 12 Jun 2011 08:32:00 +0000</pubDate><atom:updated>2011-06-12T01:32:25.290-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">scaling</category><category domain="http://www.blogger.com/atom/ns#">performance</category><category domain="http://www.blogger.com/atom/ns#">unity3d</category><category domain="http://www.blogger.com/atom/ns#">meshes</category><title>Scaling meshes with colliders attached kills performance</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/pQlNROfa6_I/scaling-meshes-with-colliders-attached.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://3.bp.blogspot.com/-8xvmhwDZYsY/TfR5P8bnb7I/AAAAAAAACkA/ED1pKperxRY/s72-c/2011-06-12_1025.png" height="72" width="72" /><description>I was working on level nr 13 where I tried to scale a group of meshes using the iTween library. Well, this was looking great in the editor but when deployed to my iPod or iPhone performance was...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/pQlNROfa6_I" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/06/scaling-meshes-with-colliders-attached.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-4502810061251033020</guid><pubDate>Wed, 02 Mar 2011 11:24:00 +0000</pubDate><atom:updated>2012-01-16T12:06:52.607-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Zoolook</category><category domain="http://www.blogger.com/atom/ns#">music</category><category domain="http://www.blogger.com/atom/ns#">Jean Michel Jarre</category><category domain="http://www.blogger.com/atom/ns#">Jochen Hipper</category><title>Zoolook in the mix</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/5jdVi1M2STs/zoolook-in-mix.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="https://lh4.googleusercontent.com/-qIbDE_4smJA/TW4oGLMN_eI/AAAAAAAACgg/F_6VMiF6vIA/s72-c/zoolook.jpg" height="72" width="72" /><description>Short track which I am working on for fun. In 1984 Jean Michel Jarre released Zoolook. On the Atari ST the track was redone by Jochen Hippel, so time to make my own version using the newest...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/5jdVi1M2STs" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/03/zoolook-in-mix.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-9220350645559511299</guid><pubDate>Wed, 02 Mar 2011 10:22:00 +0000</pubDate><atom:updated>2011-03-02T02:22:16.161-08:00</atom:updated><title>Funny parody to First Person Shooters</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/ywe_5MnFacM/funny-parody-to-first-person-shooters.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://img.youtube.com/vi/DlPwTMSIg5s/default.jpg" height="72" width="72" /><description>When I was looking for a tool to easy the task of animating character and faces I stumbled upon a company called Anzovin.com&amp;nbsp;They have nice tools for that and most of all show what you can do by...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/ywe_5MnFacM" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/03/funny-parody-to-first-person-shooters.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-778762287943371360</guid><pubDate>Wed, 09 Feb 2011 09:55:00 +0000</pubDate><atom:updated>2011-02-09T01:55:07.025-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity 3D</category><category domain="http://www.blogger.com/atom/ns#">Naming Conventions</category><title>Unity game dev: Naming conventions</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/QjtfWhWWQQc/unity-game-dev-naming-conventions.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://4.bp.blogspot.com/_lMdXhBkQ6IA/TVJhke1cqeI/AAAAAAAACgI/p_P6sNP3U-0/s72-c/2011-02-09_1041.png" height="72" width="72" /><description>Every developer knows that particular stage in which he decides to completely refactor class names, variables, add inline comments and move script to other objects where they belong. During one of...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/QjtfWhWWQQc" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/02/unity-game-dev-naming-conventions.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-4049744568998837179</guid><pubDate>Wed, 02 Feb 2011 19:33:00 +0000</pubDate><atom:updated>2011-02-02T11:36:48.926-08:00</atom:updated><title>Unity GUI is too small on iPhone 4</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/WbMBIH8yuAQ/unity-gui-is-too-small-on-iphone-4.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://1.bp.blogspot.com/_lMdXhBkQ6IA/TUmwW2ZH7uI/AAAAAAAACf0/bHBjv3d_WeQ/s72-c/2011-02-02_2028.png" height="72" width="72" /><description>Maybe you recognize the following: you were happily working on your iPhone game using an older iPhone or iPod device. Now, on a bright sunny day you decide to swap your old device for the brand new...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/WbMBIH8yuAQ" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2011/02/unity-gui-is-too-small-on-iphone-4.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-97939939091191499</guid><pubDate>Mon, 15 Nov 2010 19:13:00 +0000</pubDate><atom:updated>2010-11-15T11:31:06.726-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity 3D</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">itween</category><category domain="http://www.blogger.com/atom/ns#">game development</category><category domain="http://www.blogger.com/atom/ns#">iPod</category><title>Using iTween for complex animations and camera movement</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/Cx_BO5o9UKM/using-itween-for-complex-animations-and.html</link><author>noreply@blogger.com (Servé Hermans)</author><description>Animation can become quite complex if you take into account that multiple types of transformations may happen in a certain timed sequence and with certain pre- and postprocessing.





Life has...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/Cx_BO5o9UKM" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2010/11/using-itween-for-complex-animations-and.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-1235602745018300035</guid><pubDate>Mon, 15 Nov 2010 08:53:00 +0000</pubDate><atom:updated>2010-11-15T11:27:44.930-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">game development</category><category domain="http://www.blogger.com/atom/ns#">iPod</category><title>Meet the Masters iPhone game</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/bLF30GDW_KA/meet-masters-iphone-game.html</link><author>noreply@blogger.com (Servé Hermans)</author><description>Today I realized that I have been ignoring this blog for a while which is basically a shame as a lot of things are happening right now.



To start with I am working on an iPhone game called Meet the...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/bLF30GDW_KA" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2010/11/meet-masters-iphone-game.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-5441189557293219676</guid><pubDate>Wed, 10 Nov 2010 14:03:00 +0000</pubDate><atom:updated>2010-11-15T11:27:16.690-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity 3D</category><category domain="http://www.blogger.com/atom/ns#">iPhone</category><category domain="http://www.blogger.com/atom/ns#">game development</category><category domain="http://www.blogger.com/atom/ns#">iPod</category><title>Unity 3D version 3</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/TX5kO0cfp40/unity-3d-version-3.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://3.bp.blogspot.com/_lMdXhBkQ6IA/TNqlyfOEYSI/AAAAAAAACdg/6hW6taEuguE/s72-c/Meet+the+Masters+asset+picker+2010-11-10_1501.png" height="72" width="72" /><description>Recently, Unity released version 3 of their game development environment. I have upgraded my license and was very excited to see if my upgraded game was running smoothly.



Of course, you now have...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/TX5kO0cfp40" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2010/11/unity-3d-version-3.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-4634621685392038186</guid><pubDate>Wed, 18 Nov 2009 20:25:00 +0000</pubDate><atom:updated>2009-11-18T12:25:42.631-08:00</atom:updated><title>First sculpting result</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/45KuRn01Zns/first-sculpting-result.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://lh5.ggpht.com/_lMdXhBkQ6IA/SwRYIbJXnPI/AAAAAAAACaY/FPO3pk0Qs4U/s72-c/Blog_thumb%5B10%5D.jpg?imgmax=800" height="72" width="72" /><description>It has been a while since I blogged about game development, and currently modeling and sculpting in particular. That does not mean we have been sitting idle.  
It has been an interesting time. First...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/45KuRn01Zns" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/11/first-sculpting-result.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-9110479788645934753</guid><pubDate>Mon, 20 Jul 2009 20:07:00 +0000</pubDate><atom:updated>2009-07-20T13:10:06.870-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Modeling</category><title>Preparing for detailing: hard edges</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/2mG8s7PGAuc/preparing-for-detailing-hard-edges.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://lh5.ggpht.com/_lMdXhBkQ6IA/SmTOm_4d78I/AAAAAAAACZk/Vk3RwrBFXF0/s72-c/image_thumb%5B6%5D.png?imgmax=800" height="72" width="72" /><description>I was a little bit surprised by the fact that my mesh looked quite like Hobbiton when I choose to smooth it a bit. Although I liked the round window, it was not my original intent. So I had to make...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/2mG8s7PGAuc" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/07/preparing-for-detailing-hard-edges.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-7472459352629198830</guid><pubDate>Sat, 11 Jul 2009 19:47:00 +0000</pubDate><atom:updated>2009-07-11T12:48:50.273-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Modeling</category><title>First UV Layouts ready</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/Ue9MhlVMCfc/first-uv-layouts-ready.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://lh5.ggpht.com/_lMdXhBkQ6IA/SljsWXJHSwI/AAAAAAAACW0/a2TJcThiGqs/s72-c/uvmapped_thumb%5B14%5D.jpg?imgmax=800" height="72" width="72" /><description>My last post showed you my first modeling result. Today I finished laying out the UVs. The UV layouts are necessary before I can start detailing and texturing, otherwise my modeling tool wouldn't...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/Ue9MhlVMCfc" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/07/first-uv-layouts-ready.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-3642661450973295662</guid><pubDate>Wed, 01 Jul 2009 09:18:00 +0000</pubDate><atom:updated>2009-07-01T02:18:52.113-07:00</atom:updated><title>My first modeling result</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/uqFUB_Z3UEo/my-first-modeling-result.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://lh4.ggpht.com/_lMdXhBkQ6IA/Sksp873BlLI/AAAAAAAACVM/1exOpVttR_I/s72-c/hans%20en%20grietje%20render%20example_thumb%5B52%5D.png?imgmax=800" height="72" width="72" /><description>Today I have finished modeling the first house called 'Hans &amp;amp; Grietje&amp;quot; for my forthcoming game. It needs a number of small fixes before I can start laying out the UV's, create the...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/uqFUB_Z3UEo" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/07/my-first-modeling-result.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-560851899873926520</guid><pubDate>Wed, 01 Jul 2009 07:18:00 +0000</pubDate><atom:updated>2009-07-01T00:20:46.304-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Unity 3D</category><title>Unity 3D</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/MFdVGEXkuPw/unity-3d.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://lh5.ggpht.com/_lMdXhBkQ6IA/SksNye7ABEI/AAAAAAAACUY/OpbaX7XQhWw/s72-c/unity3d_thumb%5B2%5D.png?imgmax=800" height="72" width="72" /><description>A few weeks ago I decided to switch from 3D GameStudio to Unity 3D as the platform for game development. If you would just browse to http://www.unity3d.com you would instantly know why.    
&amp;#160; ...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/MFdVGEXkuPw" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/07/unity-3d.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-3006216686761892622</guid><pubDate>Wed, 07 Jan 2009 19:02:00 +0000</pubDate><atom:updated>2009-01-07T11:02:01.029-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Maya</category><category domain="http://www.blogger.com/atom/ns#">Modding</category><title>Modding: Battle For Middle Earth II</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/KULNKaQciRQ/modding-battle-for-middle-earth-ii.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://lh4.ggpht.com/_lMdXhBkQ6IA/SWT8J468EDI/AAAAAAAACHE/exe1u5rcYRg/s72-c/pt_logo7_thumb%5B3%5D.gif?imgmax=800" height="72" width="72" /><media:content url="http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~5/6VXD86MRt2k/download-453" fileSize="11370496" type="application/zip" /><itunes:explicit>no</itunes:explicit><itunes:subtitle>Technorati Tags: Game development,Maya,Modding,Modeling Like I said earlier, I am a newbie to modeling. So I have started working through some great tutorials. However, the question I am always asking myself is: how are the professionals doing their game </itunes:subtitle><itunes:author>noreply@blogger.com (Servé Hermans)</itunes:author><itunes:summary>Technorati Tags: Game development,Maya,Modding,Modeling Like I said earlier, I am a newbie to modeling. So I have started working through some great tutorials. However, the question I am always asking myself is: how are the professionals doing their game modeling. How much detail etc. Modding Now, that is why I have started looking into the craft called Modding. Personally, I am a huge fan of Battle For Middle Earth II. There is really tons of Modding material out there, describing how you can create your own characters, modify existing ones, create new levels, campaigns etc etc. The nice&amp;#160; thing is that there are many tools out there used to working with BFME II. Those tools enable you for instance to export Aragorn from the Game files, reshape it using 3DS Max and export it again to use it in-game. Exciting! 3RD Age A very good modding Community is called 3RD Age. A user called Hostile has posted an article called 'Tools of the Trade'. That is really a great list with all the tools you need to get started. Other articles will help you with those tools. How to export, remodel, skin, rig etc etc. So that is where I will start. Modding using Maya Many articles around modding for BFME II are referring too the file format called W3D. That is a file format from Electronic Arts. Meaning that if you would like to reshape Gandalf, you would have to open the W3D.Big file using a BIG file editor, extract the model (a .W3D file) and import it into your favorite 3D modeling tool. That tools needs the W3D import plug-in. Most people are using the free 3D modeling tool GMAX and added to that the RENX editor. However, with the release of the modding SDK for BFME by EA, a W3D plugin is available for 3DS MAX. Now, what about MAYA? Damn, nothing out there!! But, wait a minute, I have read something about a tool that was able to transform models between various packages. It is called PolyTrans from Okino. Watch the screenshot below. I am not owning this tool but it looks promising. Maybe there is another way to transform the W3D files from BFME II to Maya and back again, if so please drop a note (again. ;-) </itunes:summary><itunes:keywords>Maya, Modding</itunes:keywords><description>Technorati Tags: Game development,Maya,Modding,Modeling  
Like I said earlier, I am a newbie to modeling. So I have started working through some great tutorials. However, the question I am always...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/KULNKaQciRQ" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/01/modding-battle-for-middle-earth-ii.html</feedburner:origLink><enclosure url="http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~5/6VXD86MRt2k/download-453" length="11370496" type="application/zip" /><feedburner:origEnclosureLink>http://www.the3rdage.net/download-453</feedburner:origEnclosureLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-7631533938672183459</guid><pubDate>Mon, 05 Jan 2009 11:40:00 +0000</pubDate><atom:updated>2009-01-05T03:40:45.145-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Modeling</category><title>Surface types and components in Maya</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/90z1x9UAA04/surface-types-and-components-in-maya.html</link><author>noreply@blogger.com (Servé Hermans)</author><description>Surface types  
There are lots of ways you can work with surfaces with Maya. The following are primitives: NURBS, Polygon, Sub-Division and Volumes. Meaning you can create a NURBS sphere for...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/90z1x9UAA04" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/01/surface-types-and-components-in-maya.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-5624555782109882696</guid><pubDate>Sun, 04 Jan 2009 20:22:00 +0000</pubDate><atom:updated>2009-01-04T12:53:19.177-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Modeling</category><category domain="http://www.blogger.com/atom/ns#">Game concept</category><title>Decision #2: Which 3D Design tool?</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/HdsaSINn9yo/decision-2-which-3d-design-tool.html</link><author>noreply@blogger.com (Servé Hermans)</author><media:thumbnail url="http://lh3.ggpht.com/_lMdXhBkQ6IA/SWEaW86CWCI/AAAAAAAACGs/8ZWjmK25mQU/s72-c/mayademo2_thumb.jpg" height="72" width="72" /><description>Second decision - the Modeling tool - MAYA from AutoDesk  
When I ask someone which tool to use for modeling, 9 out of 10 tell me to use AutoDesk 3DS Max. It seems to be the industry standard for...&lt;br/&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ServsGameDevelopmentBlog/~4/HdsaSINn9yo" height="1" width="1"/&gt;</description><feedburner:origLink>http://servehermans.blogspot.com/2009/01/decision-2-which-3d-design-tool.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8868627381445036820.post-6038799355824963815</guid><pubDate>Sun, 04 Jan 2009 20:15:00 +0000</pubDate><atom:updated>2009-01-04T12:59:52.563-08:00</atom:updated><title>Decision #1: Game Concept - River Crossing</title><link>http://feedproxy.google.com/~r/ServsGameDevelopmentBlog/~3/oKF1VXKsd2c/decision-1-game-concept.html</link><author>noreply@blogger.com (Servé Hermans)</author><description>Today I was wondering where I would start. Doing some game development on your own means that you need to master many tools. And I need a game concept. To make this not too difficult in the beginning...&lt;br/&gt;
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