Day 21

I scrolled through my blog today. I write a lot of long (hopefully helpful) posts. Today, I write short.

Starting stopwatch…

  • Time
    • 54 minutes, 52 seconds
  • Git Commit 1 2
  • Learned
    • How to place collectable items for my rolling ball
    • How to add logic for collect on collision
    • What makes an intuitive collectible
      • Spinning, color, floating
    • How to make sure objects are performant
      • If an object is static, indicate it is rigid body and kinematic to prevent constant saving of position to cache
    • How to increment on item collection
    • How to build a standalone game from Unity file

Unity tutorial done! You can try my first little game here. (Wait a few seconds and you can download. It’s a huge pain getting a large file onto a link… And then right click and click Open on the downloaded file. Mac security.)

Day 21

9 thoughts on “Day 21

  1. It's Lunchtime says:

    yeah, fuckin do it

    i hate this abstraction from reality

    layer upon layer of shit

    this is why we have javascript, html5, php
    fuck all that

    it’s harder, but more efficient in the end
    and you might learn a thing or five

    you know why i don’t play ‘pokemon go fuck yourself’?

    because it’s shitwritten in unity
    shits on my buttery
    heats up my fone like the sun

    fuck that
    take the hard way

    Liked by 1 person

    1. Efficient… in regards to performance? I would concede that if you are a wizard in bit-flipping and know all the ways to optimize code. I am not.

      Sure, all code compiles down to assembly in the end, but writing in assembly is horribly inefficient if you think in terms of developer productivity. With Unity, I sacrifice some low-level control for ridiculous functionality out of the box. It allows me to write a simple game in two days when the same game would take me years through another means especially if I wanted to write the physics, graphics, and game entity engines first.

      If I decided I didn’t want to write physics, graphics, and entity engines, then I can download a physics, graphics and entity library for those functions in assembly. Notice, at the very basic level what you are doing is reusing code that has been generalized to solve a lot of the boilerplate required to build a game. Unity is that idea taken further.

      Instead of having to ask “How do I program physics?” I can instead start with physics implemented that I hope has the flexibility required to make any game I envision.

      In addition, I get a lot of other great tools like the instant preview and “build game to specific OS” that Unity provides that again I would have to build myself otherwise.

      Like

    1. Notice the author concedes that there is no better way at the moment. I agree that OOP probably isn’t the best solution ever, but there is no easier way to think of writing code from scratch that we know of right now. The problem with functional programming, in my opinion is often writing it is very difficult if you don’t have a good idea of how your whole system works. If you are writing a system from scratch, how could you have a good idea of how your system works?

      The benefits of OOP is it encourages code reuse. Now, they argue that it eventually leads to code rot. That’s fine. Solve the use case now, and when a better programming language philosophy comes along, write it in that. The world cannot stand still.

      Like

  2. It's Lunchtime says:

    >Solve the use case now, and when a better programming language philosophy comes along, write it in that.

    nobody will take the time to rewrite their shit

    I’m also not talking about OOP, the link was irrelephant to the conversation

    Liked by 1 person

    1. >nobody will take the time to rewrite their shit

      Exactly. The hope is that by that time, that code is obsolete anyway. Write the Facebook to replace MySpace with the new, better language. Don’t re-write MySpace. That’s silly.

      Like

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