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Command Line Calculator Source

Posted by SirGru on Apr 08, 2017.

This is a command line calculator program, serving to demonstrate OOP and TDD concepts. Calculator forms token trees and evaluates them recursively.

Simple #Unity Editor Shortcuts Tools Collection source available

Posted by SirGru on Apr 01, 2017.

Editor tool to deselect all in Hierarchy and Project views by pressing a button (e.g. Alt + d).

NUnit 2 Cheat Sheet for #Unity developers

Posted by SirGru on Mar 16, 2017.

Unity 5.5 ships with NUnit 2.6. It is accessible through the Window menu, Editor Test Runner. The documentation on NUnit 2 is good, but admittedly isn't very accessible. I will provide my collection of most important attributes and assertions, also with my comments (taken at the time of Unity 5.5 release), saving you the trouble of having to click through the whole documentation. My comments are shown in italic.

#Unity, #UnityTips: ScriptBehaviour predictions

Posted by SirGru on Mar 09, 2017.

My analysis of ScriptBehaviour and the implications of suggested designs at Unite 2016

#UnityTips: How to use interfaces in #Unity scripts (part 3)

Posted by SirGru on Mar 08, 2017.

The upside and drawback of using interfaces in Unity scripts vs base classes, where to use them, when you must use them, and how to use them.

#Unity, #UnityTips: Rename Refactoring without changing your prefabs values (part 2)

Posted by SirGru on Mar 07, 2017.

For part 2 of this article I will focus on the classic problem of Rename Refactoring when using Unity.

#UnityTips: One change in code that could inadvertently change your prefabs: Enums (part 1)

Posted by SirGru on Mar 06, 2017.

Here I show a simple distinction about Unity serialization that could save you a lot of debugging and prefab-modifying time. If you thought changing code in your scripts is safe for your data, you might be mistaken.

MeshCombine wizard and Source Code available

Posted by SirGru on Dec 05, 2016.

MeshCombine wizard and Source Code available here

Ring Buffer Data Structure + Source Code

Posted by SirGru on Nov 04, 2016.

RingBuffer is one of those simple, useful data structures that you don't get in the .NET Framework (or not quite the way we want it) and can be useful in certain situations within game development when we want to pack the data tightly. Here is the complete implementation with link to source code.

How to create overly fancy Python + Notepad++ environment

Posted by SirGru on Apr 07, 2013.

This post may not be necessarily game-development related, but I bet it's a nice piece of info to have for anyone who likes to setup fancy coding environments. Here we will use Notpad++ as coding environment, and set everything up so that we can have Python output with just two button presses. I go into quite a bit of hand-holding. Good thing is that if you read this, you'll be ble to set it up not only with python, but other compilers. Oh, and should you use IDLE? No, I want to show the general procedure and use a popular text editing tool. This is relevant only on Windows OS. Let's jump in!

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