A quick study of the “C# patterns”
Let’s see how to use handy syntactic sugar to run checks and matches on our variables!
Read More »A quick study of the “C# patterns”Let’s see how to use handy syntactic sugar to run checks and matches on our variables!
Read More »A quick study of the “C# patterns”Because C# is a strongly-typed language… with a touch of leniency!
Read More »Writing “weakly typed” C#?Let’s see how interfaces are instrumental in organising your codebase and using composition over inheritance!
Read More »The power of C# interfaces for behaviour compositionLet’s continue our RTS and keep working on our technology trees!
Read More »Making a RTS game #52: Implementing a technology tree 3/3 (Unity/C#)Let’s continue our RTS and keep working on our technology trees!
Read More »Making a RTS game #51: Implementing a technology tree 2/3 (Unity/C#)Make the most out of serialisation to extract your data from your code and iterate more quickly during your game development phase!
Read More »Why you should use XML data for your Unity/C# gamesLet’s keep working on our RTS and implement some technology trees!
Read More »Making a RTS game #50: Implementing a technology tree 1/3 (Unity/C#)Let’s talk of possible optimisations for our Unity game!
Read More »Making a RTS game #49: Optimisation tips & tricks (Unity/C#)Let’s keep working on our game scene and see how to deserialise the previous session data on load!
Read More »Making a RTS game #47: … and loading back our game scene data! (Unity/C#)Today, let’s continue our RTS and discuss serialisation for our game scene data!
Read More »Making a RTS game #46: Saving our game scene data… (Unity/C#)A daily log of how I program a basic Unity/C# game: “The Escape”!
Read More »Gamedev Log: “The Escape” #5 (Unity/C#)Let’s continue our RTS and prepare our project for multi-scenes!
Read More »Making a RTS game #41: Preparing for a main menu… (Unity/C#)