A problem that is recurrent to most game developers using Unity3d is the annoying “Missing (Mono Script)”. This problem often happens when we change a MonoBehaviour script name/filename outside of Unity3d editor or when we decide to move our MonoBehaviour scripts from Assets folder to an external C# class library project. Normally, when we do any of these things our prefabs become “Missing”.
Recenlty I discovered the project Emscripten:
Buildron is a build radiator to continuous integration server like TeamCity, Jenkins and Hudson.
The use of badges on GitHub repositories helps us to promote good pratices about our code. Some amazing services like the Shileds.io can generate almost all badges you can imagine, but what about those badges where there is no such online service to perform this job? One common case is when you program with C# and want some FxCop badge but there is no online service to run FxCop.
So, do you want to track the time you spend in some tasks, but always forget to start the time tracking?
In some situations, like generate a live console for a web api or generate code using T4 template we need a way to read the code documentation at runtime.
There is an amazing and easy to use custom attribute on .NET Framework stack that I rarely see in use. It helps and improve the way you can debug your code and you just need a line of code to use it: DebuggerDisplay.
You have programmed an amazing functional tests to validate your infrastructure service that connect on Google Docs.
Because we can get unexpected results! (after read this tip, will be expected results ;))
The Eric Evans’ book “Domain-Driven Design - Tackling Complexity in the Heart of Software” is like a Bible for who intend to use DDD, so, I guess that some quotes of the book can help us to validate our DDD approach.
Looking in some backups I found one of my first games. I made it about 14 years ago: a Nibble in 461 lines of C.