Hide and Seek

Hide and Seek Turns 1!

Today Hide and Seek turns 1 year old! It’s been a great journey so far for me and a huge learning experience. There was a rocky start for the servers, but recovered from that within the first couple of days. Since launch there have been almost 200,000 unique “purchases” (well it’s free so this many people at least added it to their library). I’ve provided 9 Incremental releases – and another couple coming soon :). Read more…

Llama Software General

Llama Software Website Upgrade

As you can tell, the Llama Software website got a makeover. Earlier today if you tried to access http://hideandseek.llama.software/ or http://llama.software/ you may have had issues, and I think until DNS servers are fully updated (usually less than 48 hours), we may continue to have some routing issues. After checking out a bunch of options, weighing cost versus ease of creation and management I’ve settled on what you’re viewing now! Probably smaller updates will be Read more…

Unity Asset

Light LOD – Now available

As part of Hide and Seek patch 1.0.2.16 I implemented a Light LOD system to drastically improve framerates, especially on the Haunted House. The overhead from very-high quality shadows from dozens of realtime lights was too much and even really high end computers would get bottlenecked by the CPU (in some cases) as low as 45fps. Enter – Light LOD By dynamically adjusting the shadow quality of lights we can reduce that overhead, or eliminate Read more…

Hide and Seek

Volumetric Lighting, Multiple Scattering, and Fog

A very nice guy over on the Unity Forums made an Open Source SSMS implementation and after seeing it I just had to add it to Hide and Seek :). As you already know, Hide and Seek makes limited use of Volumetric Lighting. This limited use was for a number of reasons, but now, in conjunction with this SSMS implementation into Hide and Seek, a more liberal use of Volumetric Lighting is also added. Check Read more…