RPG Development Progress Pulse – Entry 1

Progress Pulse - Entry 1 For the first entry in the progress pulse series I'll touch on some things from the past week or so. There's been a lot of smaller things being churned in the code base, some of them interesting, and others less interesting so I want to highlight a few. As a side note, it's really cool to see that the layout and architecture is allowing for features to be added pretty easily, so I'll dive a bit deeper on that. Overall, I'm pretty happy with how things are going. Unity3D - Don't Fight It! I heard from a colleague before that Unity3D does some things you might not like, but don't try to fight it, just go with it. To me, that's a challenge. If I'm going to be spending time coding in something I want…

0 Comments

Stitching – Combining Unity3D And Autofac

Before We Talk About Stitching... 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,…

1 Comment

Using Autofac With Unity3D

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…

2 Comments

Dependency Injection with Autofac – A Primer

Before Autofac... I've written before about IoC and dependency injection, but these are older posts and my perspective and experience with these topics has fortunately been growing. I think they're incredibly important when you're building complex systems, but the concepts can offer some benefits in all of your programming! When you get in the habit of practicing this kind of thing, you can get some pretty flexible code... for free. So a quick recap on what I mean by dependency injection here... I'm mostly focused on passing interfaces into constructors (and yes, I'm going to be using C# terminology as I do in most of my programming examples, but these concepts are generally the same in other languages). The benefits here: You can write implementations that don't depend on other implementations... Just an API. Not depending on an interface means…

4 Comments

Singletons: Why Are They “Bad”?

Background The very first thing I want to say is that I don’t think singletons are inherently bad–even if it means I am cast away from the rest of the programming world. There’s a time and a place for the singleton. It’s really common for people to get caught up with their perspective on something that they outright refuse to acknowledge the other side of it. I’d also like to point out that if you have a strong opinion on something and you find that other people also have a strongly opposing opinion on the same thing, there’s probably good take away points from either side. In this post though, I’m going to focus on why singletons are “bad”, because for me it means acknowledging one of the two main perspectives–that they are the best thing since cat videos met…

3 Comments

End of content

No more pages to load