Ring Buffer Data Structure + Source Code

Posted by SirGru on Nov 04, 2016.

RingBuffer is one of those simple, useful data structures that you don't get in the .NET Framework (or not quite the way we want it) and can be useful in certain situations within game development when we want to pack the data tightly. Here is the complete implementation with link to source code.

AI architecture proposition (DEAT)

Posted by SirGru on Sep 11, 2016.

There are quite a few well known techniques in the modern world of AI for games. There are decision tress, finite state machines, hierarchical finite state machines, behavior trees, 2nd generation and event-driven behavior trees, goal oriented behaviors, goal oriented action planning, hierarchical task network… to name the most prominent ones in order of complexity. The decision which one to use comes down to weighting complexity vs. benefit, and the availability of libraries for some developers. I have been researching the topic recently and have decided to make my own AI model for fun and practice. It is not meant to be the best, most perfect thing ever, it is one solution to the problem. The major benefit is simplicity and speed in all aspects. What is it and how to do it? Read on…

VS Code Syntax Coloration for Unity

Posted by SirGru on Aug 29, 2016.

Since Unity Technologies is now closely collaborating with Microsoft, it's relatively easy to set up Visual Studio Code editor to work with Unity Engine. You do get intellisense and advanced debugging capabilities, but you don't get syntax coloration properly like in full Visual Studio. Read on how to mitigate that to a degree.

Hg setting up pre-hook to not allow commits when there are unknown files

Posted by SirGru on Aug 19, 2016.

By default Hg will not warn you about the files created, but not yet added. This can create a situation where you have created a commit, but that commit does not include newly created files. Everything seems fine, but the push is incomplete....

ES Flow: gitHubFlow for Game Development

Posted by SirGru on Aug 13, 2016.

In software development much has been said about the use of a standardized source control workflow. As in all things software-related, we are looking for established best practices and ways to improve our daily work. I will show the workflow we are experimenting with currently, which is heavily based on gitHubFlow.

Intermediate Advanced Mercurial tips: Game Development perspective

Posted by SirGru on Aug 12, 2016.

There are many resources online about working with Source Control and Mercurial, but few focus on more intermediate tips and working teaching good practices and shortcuts. This is my comprehensive tutorial giving you all my best tips and tricks when working with Hg, with some focus on game development environment.

Making Unity's WWW class work in Editor scripts

Posted by SirGru on Aug 08, 2016.

This article shows you how to use Unity's WWW class in your editor scripts.

Styling Todoist

Posted by SirGru on Jul 04, 2016.

This article will show you how to apply a custom CSS style to any web app - here Todoist - for greater readability and just making it more pleasing to the eye.

Tips for publishing on Unity Asset Store

Posted by SirGru on Apr 18, 2016.

There are thousands of Unity extensions on Unity Asset Store. After you submit your creation, it takes quite a bit of time before it gets verified by Unity team. For timely delivery on this competitive market it is crucial to get it right the first time.

Avoiding Memory allocation for strings

Posted by SirGru on Mar 07, 2016.

Demonstration of a pattern for avoiding memory allocation in string arrays. Useful for health bars, damage displays on screen.

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