After spending last evening fumbling confusedly, I just found these copy-n-paste instructions for trying storm. They’re hidden in storm-starter’s issue tracker on github, where someone asked for more precise and concise steps for getting started.
After spending last evening fumbling confusedly, I just found these copy-n-paste instructions for trying storm. They’re hidden in storm-starter’s issue tracker on github, where someone asked for more precise and concise steps for getting started.
Talking about storm, from Twitter. I happen to have done this on a brand new installation of Ubuntu 11.10, so here is everything I had to do, including the stuff that is not really specific to storm:
I used the REPL method to run the topologies, as described by storm’s maintainer in the google group. Replace “ExclamationTopology” in those last 2 lines (on the REPL prompt) with either “WordCountTopology” or “ReachTopology” to see the other 2 examples. You can also run a topology without the REPL as it shows on the project page: java -cp `lein classpath` storm.starter.ExclamationTopology
It’s going to output a lot of stuff, very quickly. Everything I know about storm so far comes from presentation slides, but still you can comprehend some of what’s happening. It will stop on its own, I guess the spouts for these 3 examples topologies are written to end after some number of tuples.
If you declare a variable in one of your Unity scripts like this:
var enableThingaMaBob.Boolean;
then it shows up in the editor as a checkbox. Now I can quickly turn script-level things on and off from the Unity UI!
Well, I thought it was pretty nifty.
Sfxr is a great little tool for creating retrogame sounds.
Sculptris also looks very promising as a quick and simple 3D modeling tool, though it is still in alpha.
Source: drpetter.se
The complexity of the puzzles is limited since you have only 4 pieces and you just rotate them until they enable you to make progress. This is assuming that the piece count doesn’t increase in later levels, I’ve only played up to level 6 or 7.
Still, the concept is beautiful and it’s merit well proven.
Source: continuitygame.com
When the material setting of the cubes’ box collider component is changed from none to “Medium Bouncy” the explosion, though it doesn’t seem to be any bigger, always has a few more cubes flying at the camera.
And I love the sound it makes whenever you fail.
Overlapping rigid bodies is one of life’s supreme pleasures. Giggitty.
I placed a bunch of cubes all stacked tightly on a plane (they are all positions at 0 on the Z-axis). Then I duplicated one of the central ones repeatedly. When it runs and the physics starts happening those overlapped ones burst apart, bumping into all the other tightly packed cubes. The rest of the geometry is fixed, only the red-lit cubes can move.
I’m impressed with how well this game works, it’s really fun.
Source: blurst.com