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ig-developer-console's Introduction

Porrith Suong

Game development enthusiast highly interested in graphics programming, concurrent programming, and a bit of artificial intelligence here and there.

Working on

โ˜€

  • I work at Decoy Games primarily working with DOTS integration and rendering.
  • I run InitialPrefabs and do consulting/development for clients to help develop and release their games/tech demos.
  • I used to work with Thousand Ant to help create educational content for game development.

๐ŸŒƒ

  • Carte Diem - a 2D action arena card game with influence from Capcom's popular Megaman/Rockman franchise. I also release development tools based on my own development cycle which are currently under my own small development studio's Github page.
  • Tinkering around with Vulkan + Rust to create my own game engine.

Hobbies

Biking, Wikipediaing non tech related things (working in tech doesn't mean you have to spend all your time looking into tech)

๐Ÿ“ซ How to reach me

  • If you want to chat, feel free to reach out to my Twitter.
  • For work related discussions, feel free to reach me at my email on my Github profile or my LinkedIn.

ig-developer-console's People

Contributors

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ig-developer-console's Issues

Turn the Project Into a Git Module

Given the size of the project and how it's more of an extension to the game's runtime, it makes much more sense to turn this project into a git submodule instead of a full Unity package.

Create:

  • an assembly definition file
  • see update to .Net 4.5
  • Probably some tests for the EventHandler

Consider Integration with ECS

With Unity supporting ECS and me playing around with it. It might be worth considering integration with ECS as this is event based.

  • Consider a job being a listener and queuing up all of the messages?
  • Can it work in an ECS environment as a MonoBehaviour?
    • Initial thought is that it should as you're just submitting messages to a supposed queue.

.NET 3.5: Overloaded Methods Invocation via Event Handler

Registering a method that is overloaded and invoking via Reflections throws an ambiguity error.

RelativeEventHandler.Subscribe("DisplayValue", this); // <- Ambiguity of function to invoke, despite both being registered.

void DisplayValue(int a) {
    Debug.Log(a);
}

void DisplayValue(int a, int b) {
    Debug.Log(a + b);
}

Use the Base ID

To register all MonoBehaviours in child gameObjects,

  • use the root base ID

so all components can be found a single entity.

Update to .Net 4.5

Update the developer's console to .Net 4.5.

  • deprecate the old .net 3.5 version

Use Content Size Filter

To emulate rolling logs

  • use a content size filter to resize the text area

This has the benefit of

  • Managing less objects
  • Lower memory requirements

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