
Taking a lunch break here.

Working on Death Zone Zero.

Its a bedroom office.
I've been trying to be active in the IGDA Manila community to alleviate my lack of a social life, and in this opportunity, I'm happy to announce that I'll be making a talk during their June monthly meetup on how to use Blender to create videogame 3d models. Part two of the talk (probably in July) will be using Unity to create simple programs to get you started on making games.| Date: | Saturday, June 26, 2010 |
| Time: | 3:00pm - 6:00pm |
| Location: | Exist Tech Bar |
| Street: | Unit 502 5/F Orient Square Bldg., F. Ortigas Jr. formerly Emerald Ave. |

Oftentimes I need to send a bulk of data to the client to initialize his data. I have 2 options for doing this: RPC (Remote Procedural Call) or a OnSerializeNetworkView function.
The problem with using an RPC is you pass the data using arguments. My data includes arrays of classes so using an RPC is problematic.I can use instead a OnSerializeNetworkView function and serialize the data into a stream. The problem with the current OnSerializeNetworkView function is you can't control when exactly it gets called. OnSerializeNetworkView is meant to be called continuously, and has to be attached to a certain Network View.I need a Serialize function that would get called only when I tell it to, much like an RPC.Having worked with the Torque Game Engine, Torque has what they call a NetEvent, basically a one-shot serialized data transmission from/to Server and Client.This is perfect for initializing the Client with data, or when the Client needs to submit a list of information to the Server (like when buying/selling multiple items from/to a shop).And please, if this gets implemented, please make it available to the Unity free version.