Tag: Series

RPG Development Progress Pulse

Progress Pulse Series

I figured this would be a fun thing to start to do just to get small updates out and talk about what I’ve been working on for ProjectXyz and my RPG I’m building in Unity3D. This will hopefully be some small updates on the order of semi to bi-weekly about what kinds of things are going on when I’m programming for these projects. This could include:

  • How and why I decided to refactor something
  • A new design practice I’m trying
  • Reflecting on why a design decision has(n’t) been working out
  • A new feature that’s interesting
  • etc…

Some of these will be technical and others much less. A bit of progress pulse allows me an outlet to talk about interesting things I’m doing and maybe sheds some light on some areas (game development or just general programming) that you might be interested.

Where Can I Find Entries In This Series?

I’ll try to organize these Progress Pulse entries into a specific category on my blog. Ideally that way you can navigate them pretty easily. You can click the link below and you should get all the entries in this series!

Click Here For Entire Progress Pulse Series


Delta State Algorithm Creation Series

Delta State Algorithm

Delta State Algorithm Motivation

This post will act as the table of contents for an algorithm I’m developing for calculating deltas between state for generic sets of data.

I figured this would be an interesting series to write about so I can document my thought process, trials, errors, and successes. At the end of this I plan to share working code that implements this algorithm so that you can use it in your own work.

Now that I’ve been not diving more into Unity3D development for my hobby programming, I’m getting to a point in game development where I need to manage state for data in a way that allows patches of state to be applied in a layered fashion. A couple of examples of this include:

  • Applying save game state to a base game state
  • Applying a patch to a base game state
    • Optionally allow save game state to be applied on top of this and completely override as necessary
    • Optionally allow save game state to be applied on top of this but “retroactively patch” existing save game data

I believe that I can design an algorithm that’s relatively simple that should allow the layering to work, but I have a lot of potential corner cases to figure out (especially when considering retroactively vs not for applying game patches). I’ll be exploring data structures to use and technologies to leverage for persisting this state.

It should be pretty exciting!

Delta State Algorithm Series

Just a reminder that if you’re interested in this series, you’ll want to use this page as the starting point. As I continue to add new content to this series, I’ll come back and update this page with links to the parts of the series. Ideally at the end I’ll have some working code I can share!

  • Part 1 – Exploring Graphs and Trees (TBD)
  • Part 2 – Undo/Redo Patterns (TBD)
  • Part 3 – Generic State Serialization to a Graph (TBD)
  • Part 4 –  … TBD

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  • Nick Cosentino

    Nick Cosentino

    I work as a team lead of software engineering at Magnet Forensics (http://www.magnetforensics.com). I'm into powerlifting, bodybuilding, and blogging about leadership/development topics over at http://www.devleader.ca.

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