To this date, schema-dts is the only
side-project I have that achieved better-than-moderate success. It took several
hours between the time I had the idea for schema-dts and when I had a reasonably
working v0.1. I pulled an all-nighter--something that I hate doing and would
never recommend--not out of sheer passion, but because: I knew how rare a moment of inspiration is, and I knew that if I…
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In the Unity for Software Engineers
series, I give an accelerated introduction to game development in Unity.
Subscribers have been following this series over the
past few months, often suggesting areas to cover or elaborate on. A few months
ago, a reader — also a software engineer — reached out to me (lightly
edited, emphasis mine): The biggest unknown for me is: How do I start? What does the…
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For the third and final "short" of this week's
Unity for Software Engineers , I give an
overview of building in-game User Interfaces in Unity. As a reminder, this
week's installment is packaged as a series of short-form outlines, introducing
readers to the breadth of the Unity toolkit. Just like rendering and the
Input System , Unity has a few
technologies that can be used to render UI in a…
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Continuing the "shorts" week in the
Unity for Software Engineers series, today
we'll be discussing Unity's Physics Raycasting . As a reminder, this week is
packaged as a series of short-form overviews, introducing readers to the
breadth of the Unity toolkit. Raycasting is Unity's way of checking collisions between objects in the scene
and an invisible ray with
a given geometry. Raycasting…
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For the 10 th installment of
Unity for Software Engineers , we'll be
doing things a bit differently. Instead of a single long-form article going
in-depth on a single topic, I will be releasing a collection of short-form
overviews over the course of this week. The goal: introduce readers to a
breadth of the Unity toolkit. Pathfinding with NavMesh Pathfinding is a common system in video games…
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