Tips and patterns for C# events
Let’s see a couple of handy event tricks!
Read More »Tips and patterns for C# eventsLet’s see a couple of handy event tricks!
Read More »Tips and patterns for C# eventsA truly decoupled event system?
Read More »Godot’s amazing event systemLet’s work on our enemies and give them some brains using state machines…
Read More »Making a Hack’n’slash #8: Implementing a basic AI using a Finite State Machine 1/2Let’s see why delegates are excellent for decoupling and organising your C# projects!
Read More »How to use C# delegates to sanitise your codebaseLet’s see how we can show some buttons to produce a few items and handle queued production!
Read More »Create a queued item production interface in Unity/C#Let’s discuss how this action-adventure title uses procedural generation for immersion!
Read More »WGTU #19: The power of procedural generation – with Middle-Earth: Shadow of Mordor (EN/FR)Let’s see how this indie puzzle game can train our capacity of adaptation!
Read More »WGTU #6: Adaptation – with Mini Metro (EN/FR)A daily log of how I program a basic Unity/C# game: “The Escape”!
Read More »Gamedev Log: “The Escape” #7 (Unity/C#)Let’s see how to implement a basic waypoints-based patrolling system for a character unit!
Read More »How to make a basic patrolling system in Unity/C#Did you know that you could program in Blender to automatically create 3D objects and animations?
Read More »Generating a procedural solar system with Blender’s Python API