Last year I was working on a big RPG project as part of my studies. It looked great but didn’t run so well on the ps4 dev kit. After a lot of tweaking I got it from a pretty stuttery frame rate to something smooth. This guide will tell you how I did it.
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.
As part of my games programming course that I am studying, we developed a proto-type 3D graphics engine in C++ using OpenGL. The excercise involved setting up all of the 3D rendering manually so that obj models and fbx models could be loaded in, setting up shaders, programming lighting with mathematical equations, experimenting with GUI…
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…