{"author_name":"Mythalore","cat":"LD #26","comments":[],"epoch":1366966920,"likes":3,"metadata":{"p_key":"46440","p_author":"Mythalore","p_authorkey":"505075","p_urlkey":"82102","p_title":"I\u2019ll be using Unity for once!","p_cat":"LD #26","p_event":"LD26","p_time":"1366966920","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"505075","us_name":"Mythalore","us_username":"Mythalore","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p>I&#8217;m in, again.<\/p>\n <p>However, I will not be using the Java framework I&#8217;ve been working on, MythEngine. Frankly I&#8217;ve been having some\u00a0performance\u00a0issues with the engine and feel I&#8217;ve written myself into a bit of a brick wall regarding further\u00a0expansion. I feel that I&#8217;m probably going to put this project on hold for now until further notice. Instead I&#8217;m going to use Unity for 3D work and the functioning parts of MythEngine for 2D stuff with the hope of finding a more stable and\u00a0efficient\u00a0Java engine for use in my later games. I&#8217;ve had lots of fun over the past four months\u00a0writing\u00a0my own engine and it definitely help to cement a variety of OOP programming practises in me that I had little to no understanding of before I started. I would highly\u00a0recommend\u00a0that anyone\u00a0interested\u00a0in\u00a0programming\u00a0games at least attempts their own framework, if just to fully\u00a0appreciate\u00a0how much work basic collision detection involves.<\/p>\n <p>Thanks for reading, Sam. (<a title=\"@Mythalore\" href=\"https:\/\/twitter.com\/Mythalore\" target=\"_blank\">@Mythalore<\/a>)<\/p>","time":"April 26th, 2013 4:02 am","title":"I\u2019ll be using Unity for once!"}