From time to time, we spotlight a tool from an Asset Store Partner that we believe some Unity developers might like to know more about. In this post, we feature JetBrains Rider, a C# script editor. Rider provides a view of assets and packages, rich code editor with integrated source control, inspections and code completion. Work faster with C# As a developer, you know how frustrating it is to keep switching between Unity and your script editor. You’d rather focus on your game instead of being bogged down in your code. JetBrains developed Rider, an integrated development environment (IDE), to help C# programmers navigate Unity, so you don’t waste time looking for files or performing detail work that could be automated. See if some of the features described below might make your workflow more efficient and productive. Find what you need fast The Shift+Shift keyboard shortcut activates the tool’s Search Everywhere feature, which helps you navigate your project as … [Read more...] about Faster C# scripting with JetBrains Rider – Unity Blog
Why ide are useful in application development
As far as I understand it, Visual Studio is the de-facto standard for Windows development in C# and C++, but it is limited by the fact that it's a 32-bit application and thus only has access to 4 GB of RAM for loading projects (Microsoft wrote a blog post 10 years ago explaining(?) why there is no 64-bit version). AAA games, however, are dozens of GB large, and even after factoring out the assets (which VS doesn't load), still amount to quite a bit of executable code. Are AAA developers able to work within those limits for PC development, or do they use other IDEs that have 64-bit versions? … [Read more...] about For PC game development with Visual Studio, how do AAA developers reconcile their dozens-of-GB games with VS’s 4 GB memory limits?
Welcome to the GameFromScratch.com Cocos2d-x tutorial series. Cocos2d-x is a cross platform, C++ based port of the popular Cocos2D ObjectiveC game development library. Using the most recent version of Cocos2D-x you can target Windows, Mac, Linux, iOS and Android. Previous versions enabled you to target even more targets including Blackberry and Tizen. The history of Cocos2D-x is actually very important, as it factored in many of the design decisions that the library has taken. This series will walk through the all aspects of using Cocos2d-x to create a game. This particular part covers the process of getting Cocos2d-x installed, creating an initial project and looks at a bare bones Hello World example. Cocos2D History As I mentioned earlier, the history of Cocos2D is fairly important to understanding how it works, so we are going to start of with a quick, hopefully not-boring, history lesson. I promise you, this will be the only history lesson in this … [Read more...] about September 2014
In case you’ve never heard of it, LibGDX is a Java based game library capable of targeting iOS, Android, Desktop ( Windows, Mac and Linux ) and HTML5. It provides a full suite of 2D game functionality including Input, Graphics, Fonts, Physics, Storage and increasingly, 3D. So basically LibGDX is pretty much a one stop game development library. This series is going to look at all of those aspects of LibGDX eventually. EDIT: Sept 9/2014 The setup process changed slightly again. On the bright site, it’s easier now, read here. EDIT: Jun 24/2014 ** IMPORTANT READ ME ** The process for creating a LibGDX project has changed substantially since this post was created. There is now a Gradle based application that makes creating new projects much simpler and allows you to use IDEs other than Eclipse. Read this post on getting started. The portions of this post on running/debugging in Eclipse should still be valid. For … [Read more...] about September 2013
Alright, the title might be a bit over the top… what we are about to do is look at some of the most popular 2D game engines powered by Lua. First there will be a matrix of features, to give you an “at a glance” view of what each engine offers. Then we will follow up with a simple Hello World example for each, so you can see what the code would look like. Hopefully this will help you decide which engine is right for you. * Note, I gave iTunes link only, although many of those games are also available on Google Play. Now we are going to look at a simple Hello World app written with each suite. I do not pretend mastery of any of these suites, or Lua in general, so take the code for what it’s worth. If you wish to submit a better rendition, please do so! In this sample we are going to create a window at a resolution of 1280x800, then we are going to start a background song looping ( Richard Wagners – Ride of the Valkyrie taken … [Read more...] about Engine Features Matrix