Chicken Tic-Tac-Toe
I’m currently taking the free Harward CS50 Introduction to Computer Science course and built a chicken tic-tac-toe for the scratch assignment. Tic-Tac-Toe was one of the first things I programmed
Read MoreComplicated vs. Complex
Let’s delve into the nuanced distinction between complicated and complex. While these terms might initially appear interchangeable, it’s crucial to discern their subtle differences. To establish a foundation, let’s turn
Read MoreUnity: Callbacks and Multi-Threading
Even if you’re not explicitly working with multi-threading, Unity’s internal processes might be, and it’s crucial to be able to recognise a threading problem when you encounter it. Unity can
Read MoreUnity: Scroll Rect Controller Input
Have you ever wondered why controller input isn’t supported by the scroll rect? This is a question that crosses my mind every time I work on UI with controller support.
Read MoreMixed Reality meets Green Screen
During a demo project at the MD.I Hub for an automotive client, I combined the Oculus Rift (VR headset) with the ZED Mini (stereo camera) to craft an immersive mixed-reality
Read MoreUnity: Load Assets in Editor
Sometimes you need to load assets in the editor without the comfort of a direct reference. Assets are loaded using the AssetDatabase and it can be done by Instance ID
Read MoreProgramming Glossary
Have you ever wondered what makes code “dirty,” what refactoring entails, and why there are no silver bullets in programming? I’ve compiled a glossary with brief explanations to help you
Read MoreUnity: Don’t Cache in OnTrigger
In a nutshell: steer clear of OnTrigger callbacks when it comes to managing caches. By caches, I’m referring to any collection that monitors the objects within the collider. These
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