C#

Deeply-nested coroutines in Unity

In Unity, coroutines are¬†essentially methods that execute across several frames. They are, in a sense, some syntactic sugar that lets you avoid having to keep track of the state of a sequence of operations (for instance, fading from one color to another) in member variables of a behavior. Instead, all state can be method-local. Refer […]

Entity Component System architecture (C#)

In this post I’ll go over how I’ve laid out the parts of my ECS framework, with some emphasis on issues related to the .Net framework. Check out some previous posts here and here. By all means this is not meant to be¬†authoritative. In fact, I’ll be outlining several problems I see with the way […]

The Space Quest Historian

Let's Play's, Podcasts, and General Adventure Game Goodness

Harebrained Schemes

Developer's blog for IceFall Games

kosmonaut games

Development blog of "Bounty Road"

Halogenica

Turn up the rez!

bitsquid: development blog

Developer's blog for IceFall Games

Game Development by Sean

Developer's blog for IceFall Games

Lost Garden

Developer's blog for IceFall Games

Memories

Developer's blog for IceFall Games

Casey's Blog

Developer's blog for IceFall Games

Blog

Developer's blog for IceFall Games

Rendering Evolution

Developer's blog for IceFall Games

Simon schreibt.

Developer's blog for IceFall Games

Dev & Techno-phage

Do Computers Dream of Electric Developper?

- Woolfe -

Developer's blog for IceFall Games

Ferrara Fabio

Game & Application Developer, 3D Animator, Composer.

Clone of Duty: Stonehenge

First Person Shooter coming soon to the XBOX 360

Low Tide Productions

Games and other artsy stuff...

BadCorporateLogo

Just another WordPress.com site

Sipty's Writing

Take a look inside the mind of a game developer.

Jonas Kyratzes

Writer, game designer, filmmaker.