Christian Henschel
Software Engineer
Category Archives: Game Development
Pooling Part 1: Optimize your game’s performance
Why pool? Creating and destroying GameObjects costs memory & processor power. If the GC kicks in to clear unused objects from memory your application might stutter a moment. To avoid these hiccups you can use a technique called Pooling. The idea The idea behind pooling is to create a bunch of objects (e.g. GameObjects) at application start or after a…
Unity + Leap Motion: 3D-Pad prototype
Hey, I’m currently trying to get into this Leap Motion stuff using their Unity SDK. To make my start less difficult I made my first project on some kind of D-Pad in 3D using XYZ axis. For this demo I use only the position of my palm relative to my “initial position”. My app currently stores the “initial position”…
How to do delayed function calls in Unity3D (one line of code)
Ok, after years of working with ActionScript 3 I got used to use Greensocks superb tweening library “TweenMax” a lot. In my opinion one of the most useful functions is the “delayedCall” method which lets me execute code with some delay (who would have guessed it). TweenMax (AS3): TweenMax.delayedCall(2, launchRocket); Invoke (C#): I was looking…