Games 101: Making Singletons My Way

Singletons are a type of object used frequently in computer programming. As wikipedia says: …the singleton pattern is a design pattern that restricts the instantiation of a class to one object. This is useful when exactly one object is needed to coordinate actions across the system. So that means you only have one of the class, and you can access it anywhere. Using a… Continue reading Games 101: Making Singletons My Way

Games 101: Coding Gameplay

Let’s talk gameplay. What’s the difference between, say, ‘gameplay’ programming and other programming? If you are developing a game, you might need to make lots of things: shaders, engine, lighting, modeling, animation, in-app purchases, banhammers, web sites, the list goes on. But these things do not a game make. Gameplay makes a game. Gameplay is what you… Continue reading Games 101: Coding Gameplay

Game Development

This page is the portal into various game dev articles I’ve written. Similar to my Source Code Archive.

Project Search & Replace: Free Version, More Videos, More Features

In an attempt to shamelessly get Project Search & Replace into people’s hands, I’ve created a free version: Project Search. Free Version: Project Search Like its bigger brother, Project Search allows you to search across an entire project but is feature limited: Replace is not available. Search Scope is not available. Search while the application… Continue reading Project Search & Replace: Free Version, More Videos, More Features

Howto: Remapping the Animation Hierarchy in Unity

Working with animations in Unity has some quirks. Sometimes I will make an animation and I animated the wrong object. I might have realized I want to animate the container for an object, or accidentally animated the parent when I wanted to animate the child (this happens more often than I’d like to admit!). Unity does… Continue reading Howto: Remapping the Animation Hierarchy in Unity

Games 101: Data Structures in Games

Frequently people’s first foray into programming is in games. Sometimes developers come from other disciplines such as design or QA. Frequently I see the same programming mistakes occur due to a lack of understanding of basic data structures. I’ve made them, it seems everyone makes them. So I hope to spread some data structure love (using C#/Unity… Continue reading Games 101: Data Structures in Games

Hideout Source Code Archive

Archived code lives on here. Also migrating the code to Github so I can update things. I’ll do my best to keep this up to date. Mostly little things, helpers, etc. Whirlpool Shader This is the whirlpool shader talked about in this post. CopyRef Language: C# (Unity3D) I never remember how Resources.Load() likes its strings formatted.… Continue reading Hideout Source Code Archive