Overview : The game is the one kind of software of program with a goal to provide entertainment. When we plan to start and developing the any games, simply adopting the software development life cycle (SDLC) is not enough for any game developer, as the developer face several challenges during the making any game development life cycle.(challenges like: Graphics, Visuals, Sounds, Animations, Physics, Collisions, AI, Gestures and User inputs, etc). To overcome the problem of every game developer, a new specific approach will arrive it's known as GDLC(Game Development Life Cycle). In this article, presents the process of Developing the Game from scratch to deployment . For starting every new gaming project should follow the all the steps mentioned in this article for makes Successful Game. GDLC Model : Phase 1 - Story/ Idea : Here Story/Idea is the actual game concept and requirement of the our project. Those all should mentioned in the require
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Release Note : Unity 2018.3.0.b12 Tiny Mode 0.13.2 Tiny Mode is currently preview version, so this information is likely to become obsolete as the days go by. What is Unity Tiny? Unity’s new, highly-modular runtime lets you build instant games that are small, light and fast. You need a solution that delivers small file sizes and blazing-fast startup without compromising quality. Unity's Tiny Mode provides a set of workflow features and a specialized build pipeline that allows you to create small, lightweight HTML5 games and apps in the Unity Editor. For example, you can use Tiny Mode to create playable ads or games for messaging platforms and also, - highly modular architecture - control over file size - quicker runtimes for lightweight devices - ultra-fast delivery and startup times & ultra-slim runtime - artists and developers can work together Usage of Tiny Mode : Usage of Ti
0) General Rules : - DO choose easily readable identifier names. - DO NOT use underscores, hyphens, or any other non-alphanumeric characters. - DO NOT use Hungarian notation. - AVOID using identifiers that conflict with keywords of widely used programming languages. 1) Namespace : - Use namespace with prefix "Games". - Ex: namespace Games.<game_name>; 2) Interface : - Declare interface start with the prefix "I". - Ex: IDisposable 3) Classes & Structures : - Don't use Underscore. - Don't use any prefix/suffix like : C,cls ,I - Ex: LoadLevel 4) Exception Class : - Follow class naming conventions. - All exception classes should inherit from the System. Exception (base class), don't inherit from the System .ApplicationException. 5) Methods : - Use Pascal notation. - Don't use underscores except in the event handlers. - Try to avoid abbreviations(shortened form of a word).
- DOTS are Unity’s new high-performance, multithreaded, and Data-Oriented design and programming techniques. - Create richer user experiences and iterate faster with C# code that’s easier to read and reuse across other projects. Advantages: Rebuilding Unity’s Core : DOTS are using for the making of great games to run faster on multi-core processors without the heavy programming technique and it’s a headache. Highly Performant C# Code: DOTS provides safe multithreaded code for massive performance, while also optimizing thermal control and a battery of user’s mobile devices by moving from the Object-Oriented-Programming technique to Data-Oriented-Programming techniques. It’s easier to understand and reuse. Faster Performance: The new conversion workflow converts your Gameobject to Entity for making performance very faster and hyper-optimized, streamable data. DOTS Packages: For implementing DOTS we need to use some unity packages, some of the packa
- Attributes are one type of markers in Unity. - Attributes can be placed above a Class, Property or Function in a script, that specially indicate for any special behavior on it. - We can decorate our Classes, Properties or Metadata using attributes. - C# contains attribute names within square brackets. 1) Header: - Header Attribute useful to add Header like a Title above some fields in the Inspector. [Header("Player Data")] public string playerName; public int playerHealth; [Header("Enemy Data")] public string enemyHealth; public int enemyPower; 2 ) Hide InInspector: - This attribute makes a variable not show up in the Inspector but be serialized. [HideInInspector] public string playerName; public int playerHealth; 3 ) Range: - This attribute used to make a float or int variable in a script be restricted to a specific range. - When this attribute is used, the float or int will be shown as a sli
Overview: This technical content related to Unity’s Backend System like How unity compile the code? , How unity build code for different platforms? Step-1: Convert Source code to Engine code - We are writing the code in c# it’s called source code. - Always source code converted into engine code through the compilation process. - First, all the C# scripts compiled into CIL (Common Intermediate Language). - All c# code is known as source code and CIL code known as Managed Code. Managed Code: Managed code easily converted into different-different languages and able to prepare engine code. - C# easily maintain managed code, so that it is also known as Mixed Programming Language. Step-2: Types of Compilation There are two types of the compilation process for c#, AOT [Ahead Of Time] JIT [Just In Time] - Both compilation processes are starting compilation process depending on the target hardware like android, ios, play-station, etc. 1) AOT [Ahead Of Time] Compila
Overview : Android GO is a new free product by Google to launch budget-friendly Android smartphones with high-end functionalities, It's is very lightweight version of the upcoming Android O, but it's specially designed to run on smartphones that have 1 GB, or even 512 MB, of RAM. What is Android GO? Android Go was announced during the opening keynote of the Google I/O developers conference in Mountain. Google is trying something else. Now Android Go is the internal name that the company has adopted for Android O. This is clearly mentioned in Google’s Android Developer blogpost. Android Go is designed around 3 key points as the company explains it. 1. Google says it is “optimizing Android O to run smoothly and efficiently on entry-level devices.” 2. Google has redesigned apps in this optimized version of Android O in order to ensure the apps from the company take less storage space, use less memory, and more importantly save on mobil