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"it's time to kick ass and chew
bubble gum...",
a unity 3D live coding demo
Debug.log(this);
@David_Hodgetts
demainlalune.ch
Unity 3d from a dev point of
view
c++ engine
scripting provided by Mono (open source .Net)
c#, unityScript, boo
mono is actually an interesting
choice
mono 2.6 (approx .Net 3.5)
code completion, refactoring tools (works best with visual studio)
access to .Net (sockets, XML, etc.)
LINQ
How does it work?
Once upon a time (old shool
OO)
everything inherits from a base gameobject
results in a tree of doom (vertical complexity)
composition over inheritance
Component Entity Systems
configurable, reusable, better encapsulated
Entity
just an id
with a container of components
in Unity they are called GameObjects
Component
a minimal set of data needed for a specific purpose (SRP)
an Object of Type MonoBehavior in Unity
Transform, Material, Collider, and your own scripts
Systems
single purpose function that traverse the entities, and update each
component
the game loop and its events
an interesting read
http://www.chris-granger.com/2012/12/11/anatomy-of-aknockout/
resources
embedded Asset Store
http://docs.unity3d.com/Documentation/ScriptReference/
http://unitygems.com/
let's code
https://github.com/david-demainlalune/SoftShakeAsteroids

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"it's time to kick ass and chew bubble gum...", a unity 3D live coding demo