A few years ago, I have written an article about matrices: http://3dgep.com/3d-math-primer-for-game-programmers-matrices/.

This article describes matrix transformations that are required to position and orient an object in the scene.

I hope you find it useful.

]]>This is really an userful tips,

Our team is using SVN for version control, too. But we have very big problem when synchronize any *.unity file. We don’t have much experience so everytime that some one commit a scene , others must be start again theirs work with lastest scene ( create object, assign parameter…)

do you have any advise for this or know some tricks, could please guide me?

Thanks anw,

]]>I have a question though. I wanted to ask that in games like Boderland, do they do run-time cell shading. If yes, how much is the trade-off on the performance.

I mean, can’t we get our models toon/cell shaded out of the 3d package and put them in unity? I want to get my game a toon/cell shaded effect. What is the best possible way out of the two approach.

And also you would lose the version control history of that file (which you mentioned would not be a problem for you but may be for others).

Unity Unity comes up with good SVN integration in their editor, it is simply safer to just move the original asset (and it’s accompanying .meta file) to the new location using the **svn move** command (or using an SVN client such as TortoiseSVN) and let the Unity editor figure out that the file has been moved.

This article was written for people with a basic understanding of trigonometry and linear algebra. If you don’t know how I transformed the vector [math](0,1,0)[/math] to [math](0, 0, 1)[/math] then you probably don’t understand the trigonometry (sine, cosine functions) and matrix multiplication which is shown there. You should study linear algebra before you read this article as linear algebra is the basis for linear and affine transformations in 3D.

]]>