Posts
Decision making while developing
Unfortunately software development is full tradeoffs - performance vs readability, time vs quality, time vs performance etc. One would be forgiven to think that at some point development becomes nothing but a balancing act. Here I want to share a few rules that can make these tradeoffs somewhat more bearable for me.
Crafting an interpreter
If you are anything like me then you probably talk to computers. Sometimes for a living, sometimes — for fun. The premiere way of communicating with these weird machines, and getting them to do stuff, is through programming languages. And oh boy do we have a lot of those! Low-level, high-level, functional, object-oriented, procedural and just plain weird.
Game Architecture Using Scriptable Objects Part 2
In my last post I introduced the scriptable library, it’s inspiration and my motivation for creating it. This time we’re going to go further into the code and outline some of its the more interesting aspects. I will not really go too deep into when and where to use it as Ryan has already done a pretty good job.
Game Architecture Using Scriptable Objects Part 1
Over the last several years I ended up implementing different variations of the ideas below time and again. Which is why I decided to build a small library that can easily be imported into Unity as a package. Everything below explains why.
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