Videos
https://i.ytimg.com/vi/vavFf1Qiz20/mqdefault.jpg
An Appendable List with Operator Overloading
· ☕ 2 min read
C# supports operator overloading as a language feature. This enables you to modify the behavior of a variety of operators in your classes.

https://i.ytimg.com/vi/EJZ2xWGfFQw/mqdefault.jpg
I'm Learning Moq - A .NET Mocking Framework for Unit Tests
· ☕ 2 min read
Mocking describes a feature in programming that allows you to replace the functionality of an object with a blank version of itself or provide your own functionality in its place.

https://i.ytimg.com/vi/MVllsatsW5A/mqdefault.jpg
Introducing Testing into our Platformer
· ☕ 1 min read
Previously we had looked into providing an abstraction layer over our character controller to allow us to build modular pieces instead of a single monolithic character controller.

https://i.ytimg.com/vi/emzftWxwS1c/mqdefault.jpg
An Abstraction of our Character Controller
· ☕ 2 min read
Lets take a look at building an abstraction over a character controller in our 2D platforming game. The goal of this refactoring and abstraction pattern is to improve the testability and modularity of the character controller.

https://i.ytimg.com/vi/moR3wly4S5Y/mqdefault.jpg
Exploring a Trochoidal Wave Shader
· ☕ 1 min read
Let’s try to craft some trochoidal waves - a type of fluid simulation that is both fairly simple and also looks pretty good for creating basic waves in an ocean or other fluid.

https://i.ytimg.com/vi/8GUKmvzRoMA/mqdefault.jpg
Building Coyote Time in a 2D Platformer
· ☕ 2 min read
Coyote Time is an idea in platformers that allows the player to jump for a few frames after they have left the platform they are on.

https://i.ytimg.com/vi/YHNhL5lfur0/mqdefault.jpg
Generating Gates - Sand Table - Part 2
· ☕ 1 min read
Continuing our development of the Sand Table prototype project we’re going to add gates. We’ll build two components for this.

https://i.ytimg.com/vi/2qddAaZ9gZc/mqdefault.jpg
Loading Levels From Textures in Unity 3D
· ☕ 1 min read
Lets explore using a Texture2D as a way to represent tilemapped 2D levels. This gives us a way to easily draw levels in paint, photoshop or other image editing software and import it easily into Unity.

https://i.ytimg.com/vi/m5Ls_NUChMk/mqdefault.jpg
Importing .NET Libraries Into Unity 3D
· ☕ 1 min read
You can import .NET Libraries into Unity in order to expose additional functionality in your game. In this video we’re going to build a basic demonstration of this feature by creating a brand new .

https://i.ytimg.com/vi/FuZHnpgntEI/mqdefault.jpg
Runtime C# Scripting in Unity UI - The Roslyn Compiler in Unity
· ☕ 1 min read
Lets integrate the .NET Roslyn compiler into a Unity game so we can run basic scripts at runtime. This will allow us to write new C# code into a Unity UI object like a Text Box and then execute it.

https://i.ytimg.com/vi/sVYiDboAe_E/mqdefault.jpg
Exploring Gui.cs - Custom Terminal UI's in .NET
· ☕ 2 min read
Gui.cs is a library put together by Miguel de Icaza that allows you to compose complex Terminal UI’s using a collection of View components such as Windows, Buttons, ListViews or Labels.

https://i.ytimg.com/vi/_d8M3Y-hiUs/mqdefault.jpg
Building Boids in Unity 3D
· ☕ 2 min read
Boids are a type of basic AI that can simulate the flocking movement of birds using a few simple rules: