Content that is all about programming and coding! Find examples of code often written in C# along with tutorials.
CircleCI is a service that I heard about from a friend that allows you to get continuous integration pipelines built up for your repositories... And it does it quick and easy. Also, free if you're someone like me and you don't have a large demand for getting builds done! I wanted to write about my experience with getting CircleCI wired up with BitBucket, which I like to use for my project hosting, and hopefully it'll help you get started. First thing, signing up is super easy if you have BitBucket because you can oauth right away with it. CircleCI will show you your projects & repositories that you have in BitBucket and you can decide which one you'd like to get started with. You can navigate to the projects in their new UI from the "Add Projects" menu. When you…
xUnit tests not running with .NET standard project settings? Here's a super quick solution to get you back up and running so you can test away!
Check out the second entry in the RPG progress pulse where I discuss the progress on my role-playing game, Macerus! This is a hobby project in Unity3D.
Organizing code into Autofac modules can make maintaining code much easier and improve extensibility! It all starts with the Autofac module class. Check it out!
An progress pulse update into the development of Macerus RPG and ProjectXyz game framework leveraging Unity3D. Part 1 of the progress pulse series.
Check out the progress on my Unity3D RPG built using C# and dotnet technologies! This is a labor of love and an ongoing project of mine.
Who Needs A Team?! I've been building RPG backends for as long as I've been able to code. I think my first one that I made for my grade 11 class is the only RPG that I "finished"... It was text-based and all you could do was fight AI via clicking attack, buy better weapons, level up, and repeat. It was also 10000 lines of VB6 code and so brutal that I couldn't add anything to it without copying hundreds of lines of code. Since then, I've had the itch. I keep rewriting this thing. I keep taking "Text RPG" (super cool and catchy, I know) and rewriting it. I had my first visual representation of this game called Macerus (here's another rewrite for unity), which is actually how I landed my first co-op job. But every time I'd get…
In Unity3D, the scripts we write and attach to GameObjects inherit from a base class called MonoBehaviour (and yes, that says Behaviour with a U in it, not the American spelling like Behavior... Just a heads up). MonoBehaviour instances can be attached to GameObjects in code by calling the AddComponent method, which takes a type parameter or type argument, and returns the new instance of the attached MonoBehaviour that it creates. This API usage means that: We cannot attach existing instances of a MonoBehaviour to a GameObject Unity3D takes care of instantiating MonoBehaviours for us (thanks Unity!) ... We can't pass parameters into the constructor of a MonoBehaviour because Unity3D only handles parameterless constructors (boo Unity!) So what's the problem with that? It kind of goes against some design patterns I'm a big fan of, where you pass your object's…
Why Consider Using Autofac With Unity3D? I think using a dependency injection framework is really valuable when you're building a complex application, and in my opinion, a game built in Unity is a great example of this. Using Autofac with Unity3D doesn't need to be a special case. I wrote a primer for using Autofac, and in it I discuss reasons why it's valuable and some of the reasons you'd consider switching to using a dependency container framework. Now it doesn't need to be Autofac, but I love the API and the usability, so that's my weapon of choice. Building a game can result in many complex systems working together. Not only that, if you intend to build many games it's a great opportunity to refactor code into different libraries for re-usability. If we're practicing writing good code using constructor…
Graphs and Trees to Start I was chatting with my colleague about generating maps for a 2D role playing game the other day after getting super excited explaining picking ProjectXyz back up and looking into Unity3D more. He was expressing interest in algorithms for procedural generation and storing data in trees or graphs as an optimal data structure for the scenario we were going over. It stuck with me though. I've been putting a lot of thought into game state management and wanting to address it by using a generic layering/stacking approach. By that, I mean that I want to find a way to take base game state, allow mods or plugins to overlay their state, allow game patches to overlay their state, and then save game data to be overlaid on top of all of that. Conceptually, I believe…