Politics, Sociology, Firefighting, Technology, and Original Fiction

Author: jbyrne (Page 2 of 2)

Unity3d RTS Camera Part 2: Zoom and Rotate

This is part two of a multipart discussion of the camera system I have constructed for my experimental RTS game using Unity3d. In Unity3d RTS Camera Part 1: Data Component, I explained the DataComponent script that would be used to contain and provide all the data for the camera so that all the other components can share data easily. I highly suggest that you start there if you have not read it yet, as the Data Component is essential to the entire camera system.

For this post we’ll explore both zoom and rotation. The system can implement one or both of them, so they are not actually coupled in any way, but it makes much more sense to talk about them together than separately. To accomplish the two tasks we’ll be creating 3 new files – one that handles adjusting zoom, one that handles adjusting the rotation, and one that actually does the positioning of the camera.

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Unity3d RTS Camera Part 1: Data Component

This is part one of a multipart discussion of the camera system I have constructed for my experimental RTS game using Unity3d. We begin with building a class to house all of the data for the camera that all of the various parts of the system – zoom, rotation, panning – will need to share or impact. By separating out the data from the classes that consume them, we gain some logical division, and the centralization allows for greater control. There is also a certain degree of cleanliness to the system as well, as it helps to cut down on bugs when our operations are essentially “dumb”, and there is one data class that can be “smart” for all of them equally.

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Don’t Leave a Man In the Chimney

This post is a part of the Fire Management Series; articles about general lessons learned in management from firefighters and firefighting. For more entries in the Fire Management Series, please check out the Fire Management Series category.

Sometimes, when you operate towards the end of a process, you may find yourself in an untenable position resulting from any number of issues that happened at the beginning of the process. In my experience a failure of information to flow from the beginning of the process to the end of the process is the most frequent culprit. Things blow up in your face and you do not know why, or you are handed a hot potato no one wants. When this occurs I like to refer to is as being left in the chimney.

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What I Tell Them

This post is a part of the Song Series; short stories that are each inspired by and tied to a specific song. For more entries in the Song Series, please check out the Song Series category. More information about the song can be found at the end the story.

My grandkids, they ask me about you, and I tell them.

I tell them I remember quiet; a great deal of it. There were the usual sounds of camp, the popping of morning fires cooking fatty cuts of pork and the clanking of our metal cups, but I could acknowledge only a dull ringing, like the far away sound of sirens calling. It had been that way since the day before, when the fighting was the fiercest, the air thick with death, and when you and I met face-to-face for the first time.

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Gitlab CI PHPUnit Test Coverage Parsing

Test Coverage Parsing

If you use Gitlab CI (and I suggest you do if you are using Gitlab already), you may have noticed in the settings that there is an item titled “Test coverage parsing”.

It looks a little something like this:Screen Shot 2015-04-12 at 10.09.51 PM

This feature allows you to give Gitlab CI a regex that will parse the output of your test runner and grab what percentage of your code is covered by your unit tests. The resulting percentage will then display for each individual build in your list of builds.

I know for me, having this displayed in my face helps add that extra bit of incentive to write some more tests.

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