Reducing lines of code can make your work more readable, making it easier for you and for others to read. More lines means more mental gymnastics to decipher which part of code does what. I want to go over some tips and tricks that helpd me.
If you've ever wanted to grab all of the game objects in your Unity scene with a specific script attached and refer to them in your code, it's quite straight forward. You can also get a single game object the same way.
If you've ever wanted to get all of the children attached to a Unity GameObject and turn them into an array, there is a simple way to do it. This tutorial shows you how to do it in simple C# code.
This article explains how to loop through undordered maps in C++ and assumes you know what an unordered map is. We will use a range-based for loop, also sometimes referred to as a for each loop.
Typically PuzzleScript is used to make top down games, but you can in fact emulate some of the elements of side-scrollers, albeit with the limited rules of puzzle script, in that it is still turn based. This tutorial will cover how to make gravity. Sample Project Open the sample project. I've given a basic level... Continue Reading →
PuzzleScript is great fun, but wouldn't it be nice to know how to animate with it? Well, now you can with this tutorial. I also introduce the 'again' keyword, which is crucial for PuzzleScript success.
RakNet is a C++ networking engine to help you write multiplayer games. BitStream is a method for converting data such as variables into bytes to send out across the network. This article looks at how to send strings across a network from one client to the other, because it's not as simple as just sending an std::string. We will be looking at a special variable type.
For Each loops, or loops that go through every element in an array, can be written two ways in C++ and Visual Studio. I will simply show you the options and explain them.
For each loops in C# and Unity go through every element in an array or storage container and they are simple to write. Let me show you how.