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    • 域名年龄:17年11个月12天  注册日期:2008年02月14日  到期时间:
      邮箱:adam.m.s.martin  电话:+44.1234567890
      注册商:Mesh Digital Limited (R1728-LROR) 
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    t-machine.org

    域名年龄: 17年11个月12天
    注册时间: 2008-02-14
    注 册 商: Mesh Digital Limited (R1728-LROR)
    注册邮箱: adam.m.s.martin
    联系电话: +44.1234567890

    获取时间: 2015年03月22日 13:19:02
    Domain Name:T-MACHINE.ORG
    Domain ID: D151347003-LROR
    Creation Date: 2008-02-14T16:35:17Z
    Updated Date: 2015-01-30T13:36:27Z
    Registry Expiry Date: 2016-02-14T16:35:17Z
    Sponsoring Registrar:Mesh Digital Limited (R1728-LROR)
    Sponsoring Registrar IANA ID: 1390
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    Registrant ID:MNT80720747263
    Registrant Name:Adam Martin
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    Registrant Street: 83 Buckingham Road
    Registrant City:Brighton
    Registrant State/Province:Sussex
    Registrant Postal Code:BN1 3RB
    Registrant Country:GB
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    Registrant Email:adam.m.s.martin
    Admin ID:MNT80720747263
    Admin Name:Adam Martin
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    Admin Email:adam.m.s.martin
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    抓取时间:2015年03月22日 13:19:02
    网址:http://www.t-machine.org/
    标题:T-machine.org | Hi, I'm Adam. Email me about: CTOs, Mob
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    @t_machine_orgadam.m.s.martin@gmailHi, I'm Adam. Email me about: CTOs, Mobile/iOS, Project Management, and DevelopmentCurrent personal project: MyEarth / 3D EdugameSome thoughts on loading Scenes in #unity3d8 RepliesHow do you program a “level”?This is not usually a problem in a game engine, but Unity requires you to isolate each “level” as a Scene. And Unity’s Scenes have some strange design choices (bugs?) – IMHO they were designed for toy projects, not for production games.Here’s a stream-of-consciousness on what works, what doesn’t, and how I can workaround / do it better within Unity… it’s not carefully researched, mostly it’s from memory / off the top of my head. So … it might not all be true :).When I switch to Unreal4, I’ll be using posts like this as a baseline to compare where Unity failed, and how badly – or vice versa.UPDATE: added some more approaches and ideas/commentaryContinue reading →This entry was posted in programming, Unity3D on March 15, 2015 by adam.Fix #Unity3d’s broken OnMouseDownLeave a replyThis one has annoyed me for years: Unity’s OnMouseDown has never really worked. (NB: it works perfectly if you make a scene with a single cube; but that is not a game. It breaks completely as soon as you add multiple objects, colliders, etc to a scene)The main reason to use a 3rd party engine is to avoid re-inventing the wheel; it’s tragic that Unity can’t even do mouse-input out of the box. Let’s fix it!Continue reading →This entry was posted in programming, Unity3D, Unity3D-tips on March 14, 2015 by adam.My new favourite artworkLeave a reply(Via http://www.thisiscolossal.com/ )This entry was posted in art on March 4, 2015 by adam.Blender tips: set your 3D lights for edit modeLeave a replyWhen you first install Blender, DO THIS!Menu: File > User Preferences… > SystemWhen you look at objects in edit mode, they’ll look something like this:Why?Blender makes it very easy to get a face back-to-front.Or to have two faces overlapping.Or … any number of other topology bugs. At best, these kill performance in any game that uses them. At worst, they cause nightmares for your programmers and level architects when Weird Stuff Keeps Happening. They can even cause crashes (e.g. a surface that has strange holes, or inside-out faces … and then gets processed by collision detection).This lighting setup tells you at a glance if your normals are correct. Which in turn tells you if you have pieces out of place, or if you have an angle between faces that’s smaller/bigger than you expected (quite common to spot a pair of faces that have a sharper angle than expected/intended).Bonus: 3D printingIf you’re 3d printing, the mistakes that slow down or crash a Game engine … will cause 100% failure of prints (Wasted time, wasted plastic – and in some cases I’ve seen: damaged 

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