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Скачать или смотреть 20 Years of C# Game Programming in

  • Seekeroftheball
  • 2023-07-12
  • 1212
20 Years of C# Game Programming in
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Описание к видео 20 Years of C# Game Programming in

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You may also like to see how I setup my Unity game architecture:    • The Best Way How to Make A Game In Unity a...  

I remember discovering how to implement singletons for the first time and feeling like I just discovered the key to making code communicate between classes and unlocked a pandoras box of opportunity for future games. Little did I know the great limitations of singletons and multi-thousand line classes, I like to call Monolith classes because they’re so lumbering and immoveable and unadjustable. Singleton classes if used improperly grow to such a size, especially if paired with spaghetti code, that they become impossible to maintain. After thousands of lines you can’t remember what goes where or how things connect to each other.

If it’s spaghetti code, where - these 2 lines in the Update method make the player jump, and these three control the player swimming, but not if this is true or that is equal to 5, and also the player needs to be wearing red pants…

The point is, if all your code is listed one things after another and it’s not clearly separated and labeled properly with accurate descriptive names, and comments that add to the clarity and understanding of what is not already completely obvious simply by looking at the code or if the code had better names.

If you don’t have that stuff, the larger your project grows, the easier it’ll be to get lost. And even if you’re extremely attentive and on top of how everything works and what things connect to what, 6 or 8 months down the line or a few months off for mental health can leave you feeling completely lost in your own project. This is where SOLID principles and separation of concern come in. Single responsibility.

Another epiphany moment was when delegates finally clicked. I had already been using them in a few games, having seen them used in videos online. And when I first learned about them it was somewhat of an epiphany as well, but I didn’t fully understand them yet. When I first learned about them I learned how to make a basic StartGame() EndGame() Pause() events as delegates. But I didn’t understand much else of what I could do with them. It wasn’t until I paired them with ScriptableObjects (another epiphany) that I really unleashed the power of delegated, events, and really felt a sense of clarity with programming. This was maybe 15 years in?

I also knew about ScriptableObjects for a long time, but I didn’t understand what they could do either. I was one of the people who put all my ScriptableObjects under the same `ScriptableObjects/[item]` pathway. They’re not a GameObject, they’re a class extension. They should not be all under one path. But I didn’t know what they’re for so I didn’t have very many and I didn’t know how to use them. So pairing them with events and watching a few very helpful videos, suddenly connected many unsolved coding mysteries in my head. I suddenly found a genuine use for delegates, events, actions, ScriptableObjects, and I saw how make everything single responsibility.

It’s this connection of synapsis - Connection of things only partially learned. They’re unexpected, but that’s why it’s important to experiment and make many projects. It’s an art, it is like any other art. At first, quantity is more important than quality. You need to experiment and face challenges in all kinds of new situations. It’s the key to learning. When you face the resistance of something isn’t good enough, take the time to improve that thing. Give focus to the things that bother you. Chase what give you energy. Don’t compare yourself to others. And stop chasing the money until you have something worth making money. It’s the connections from many projects that makes it all make sense. Once you’ve made lots of different things, your quality will naturally be improving because you’ll already know past mistakes and how things should be. It’ll take less effort to produce higher quality.

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