jet.ro https://jet.ro designer/programmer tidbits Mon, 28 Jul 2025 10:21:34 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.3 Assembly 2022 – Echoes from the past – Seminar Slides https://jet.ro/2022/08/22/assembly-2022-echoes-from-the-past-seminar-slides/ Mon, 22 Aug 2022 17:11:37 +0000 https://jet.ro/?p=2404 Assembly 30 Years Awards Displate, Gamedev Audience Favourite

This post is about echoes from the past—from 10, 20 and 30 years ago—and how they’re reaching 2022. In 1992, the Assembly demoscene event was born, as was a little not-so-serious joke demogroup called tAAt. In 2002, tAAt won the first Assembly Game Development competition. And in 2012 I made the decision about switching jobs and setting up a new company (which was officially founded just at the next turn of the year).

I just attended the Assembly Summer 2022 event, as I’ve done since 1992, so it’s been 30 years already. Since the event has now been held for 30 years, they did Assembly 30 Years awards. There were shortlist nominees in different categories, and audience had the chance to vote for their favorite in each one.

Incidentally, it’s now also 20 years since the release of the Porrasturvat – Stair Dismount, which was that game which won the first Gamedev compo at the event. And now, 20 years later, it was nominated in the above mentioned awards and even ended up winning the audience award in the Gamedev category! 😲 The Displate metal poster is shown in the image.

Funny enough, tAAt was also nominated in the shortlist of Impactful Group category. And like Assembly event, tAAt group is also now 30 years old, as its first release was made in late 1992. My friends also finished their Lego stop-motion animation trilogy, with the final version mostly made in 2002, but with the material only getting edited now in 2022. They won the Short Film competition once again. Check out LeGorski in YouTube. I had a very minor voice acting role. 😀

You might know that development of the Dismount game series is still continued, although I haven’t been personally involved with it for the last 10 years. But, at the award ceremony, my old colleagues still remembered me with their own award – a gift card for buying a concrete stairs element. 😵

Also, the Assembly event organizers asked me to do a little seminar presentation…
I agreed to do one – and you might almost guess the theme:
View “Making of Porrasturvat” presentation in YouTube.

If you check the video, you may notice that I used custom slideshow software. I’ve done that previously as well (here, here and here). This time I continued to tinker with my system, e.g. by adding multi-display support. When activated, it shows small slide with presenter notes on the primary display and full-screen slide on the secondary display. This is of course similar to what you’re used to with PowerPoint and other off-the-shelf presentation software.

Using custom slideshow software allows doing some unusual integrations like OSC integration, or embedding 3D models, and so on. If you’re interested in contracting me for something similar, please use the contact email address in Strobotnik Showcase page (Strobotnik is my consulting company).

PS. I might post the slides here a bit later, maybe with the executable version!

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Assembly 2019 (Pending Posts part 2) https://jet.ro/2019/10/10/assembly-2019-pending-posts-part-2/ Thu, 10 Oct 2019 20:12:01 +0000 https://jet.ro/?p=2183 Orbital Acceleration image from PYO PYO
Together with friends, we attended Assembly’2019 event in August.

We made some productions as well:

Naturally one day I’d like to write some blog post about the details of making of those productions, which is why I’m calling this post also “pending posts part 2”. But it’s starting to seem quite unlikely.

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Pending Posts https://jet.ro/2019/01/13/pending-posts/ Sun, 13 Jan 2019 16:14:40 +0000 https://jet.ro/?p=2142 Clearly when I occasionally find a bit of time to create something for fun, I tend to be more interested in creating something with friends than spending time to write blog posts and technical info about such stuff.

I say this because I noticed how I haven’t posted here anything about a few things we’ve done in 2015-2018. I’d like to create an in-depth look of each such thing, but just don’t seem to find the time to do that.

So, here’s at least a list of the things I’m talking about:

Each of those three have been created mainly with help of the Unity engine. But each of those also have some little twist in how they were created. Perhaps I some day find the time to write more.

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Klattersynth TTS for Unity https://jet.ro/2017/08/11/klattersynth-tts-for-unity/ Fri, 11 Aug 2017 06:44:39 +0000 http://jet.ro/?p=1836 Introducing Klattersynth TTS for Unity, now available in the Unity Asset Store.

It’s a really small and fully embedded speech synthesizer (a text-to-speech engine).

In contrast to some other speech assets, it does not need a network connection for generating speech using a 3rd party website, and it also does not use the speech synthesizer embedded in the Operating System (which differs based on what OS and what OS version you’re using).

Instead it’s fully embedded and runs probably on all platforms targeted by the Unity engine. It can generate and stream the speech real-time or it can pre-generate & cache clips and play them later. The audio clips are also played using a normal Unity AudioSource component, so they’ll also work with the 3D spatialization and reverb zones. Klattersynth TTS is contained in a ~100 KB “cross-platform” DLL file for Unity, which zip-compresses down to less than 30 KB!

You can try a WebGL demo build yourself in Klattersynth TTS website, or view showcase videos in YouTube.

Pangrams Example Scene:

Text Entry Example Scene:

Lorem Ipsum Robots Example Scene:

Klattersynth TTS for Unity website

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frutos do mar https://jet.ro/2015/05/04/frutos-do-mar/ Mon, 04 May 2015 14:18:02 +0000 http://jet.ro/?p=1767 frutos_do_mar_thumb_w300
About 9 months after the release, I finally took a bit of time to add a page about this demo and also write a little bit about it. Frutos do mar was a demo for the Assembly 2014 demo competition.

Read more from its own page.

Or just watch it in YouTube if you’re not interested in details about it.

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Internet Reachability Verifier for Unity https://jet.ro/2014/06/27/internet-reachability-verifier-for-unity/ Fri, 27 Jun 2014 12:28:37 +0000 http://jet.ro/?p=1658 Introducing my third little thing for the Unity Asset Store:

Internet Reachability Verifier for Unity

It’s a simple thing, but there wasn’t other assets available doing exactly this. Since I needed to build something like this, I figured out I’ll polish it a bit and put to asset store as well.

So what does it do, since Unity API already has Application.internetReachability?

The Application.internetReachability has a bit misleading name – it actually tells if it is technically possible for you to try to use the network. So, on a desktop machine it will always tell you that you can. On a mobile device it’s nice for checking if you’re really offline, or if you can try to make a connection (and if it is going to use WiFi or carrier data).

However, with mobile devices, quite often you need to go through a login web page before the internet truly works. In such wireless network, any WWW request will actually give you the login page instead of the data you actually wanted. This is the situation why you want to use Internet Reachability Verifier – read more details from its own web page.

Here are also some other assets to check out:

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Pixel-Perfect Text with Dynamic Fonts for Unity https://jet.ro/2014/03/15/pixel-perfect-text-with-dynamic-fonts-for-unity/ Sat, 15 Mar 2014 08:00:37 +0000 http://jet.ro/?p=1650 Here’s my second addition to the Unity Asset Store:

Pixel-Perfect Dynamic Text for Unity

Here’s a “TL;DR” description of what’s it all about:
Pixel-perfect Dynamic Fonts for Unity! Dynamic Text is a component for displaying pixel-perfect camera-facing text. Size & position are defined in world units. Sharp like built-in GUIText, but part of the scene like TextMesh.

The Pixel-Perfect Dynamic Text page linked above has lots more info which I’m not going to repeat all here. But, shortly said, the page describes some common issues when working with text, and how the Pixel-Perfect Dynamic Text asset helps to solve them. There’s also a long list of features to convince you why it’s good. However, also the few trade-offs and caveats are listed. And, there’s a bunch of questions and answers listed and the version history.

But, don’t forget to check out the interactive demo (Unity Webplayer plugin needed), or a YouTube video of the demo. If you run the web player demo, remember to try changing the size of that browser window, so you see how the Pixel-Perfect Dynamic Text adapts to the new resolution.

There’s also a “Lorem Ipsum”-demo version, which lets you try the asset freely inside Unity. But it generates the text mesh using characters from the well known text instead of your string.

Here are also some other assets to check out:

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