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• ### Similar Content

• We're looking for a Unity (C#) Programmer for our 2D Project. We're looking for a new lead programmer to continue with an existing project.

Project is an open-world RTS, and is very close to a prototyping (playable) phase. Our existing lead, unfortunately, has no more time for the project, and thus we are in search of a new one who is interested.

Game is purely fantasy based, and we'll be able to give you much more detailed info about the project as we begin to work you into it.

You'll be working with our junior developer, who has been here since the beginning.

Primary skills needed are just being able to work within Unity. But skills within XML are also a plus.

Our list of major goals we'd need you to do is minimal, yet still fairly extensive:
-Edit our current Pathfinding system to account for a few extra features.
-Setup our global map system. You’ll be working off an existing random node-map web generator and existing random map generation system and essentially linking the two together. This includes handling random spawns (which has already been semi-setup) unique to each node’s respective map.
-Further implementation of an existing random spawning algorithm (used to spawn things like enemies randomly across the Map).
-Making sure to Save and Record all respective aspects of what was mentioned above.
-Handling our XML database- database is created, but we’ll need to be integrating it. This includes all various things from units to abilities and so forth. Will also need to handle implementing an object’s unique attributes we cannot take care of within XML.
-Various Content Implementation (to be done once our XML has been integrated).
-Various Saving and Recording of all respective aspects of the database info mentioned above.
-Various Performance Enhancements.
-Potential for various misc things, such as further UI work.

We have a considerable amount of things done already- however I must warn ahead of time we have quite a bit of unclean code, which may be fairly overwhelming for a new developer on the project.

Let me know your rates per hour, and we'll see if we can work out a good deal between both of us. Royalties are also included.

If interested, send an email to: eldwin11929@yahoo.com

Thanks!
• By jhocking
My bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.

Foreword by Jesse Schell, author of The Art of Game Design

Don't take my word for it being good, look at the sky-high ratings on GoodReads.

You can order the ebook directly from the publisher's site, or order the book on Amazon to get both the physical book and a coupon to download the ebook!

• Hello everyone, I am working on a game idea and since I am still in the process of learning C# and the features available in unity I was hoping some of you might be able to offer me a little insight on things in general for getting started.
I guess the basic components of what I'm wanting to create would be a Multi-levels management/city builder/rpg.
The goal is to provide a framework for players to interact with, build in and affect the world both from a 3rd person action RPG as well as a zoomed out 4x style view (This would be something unlocked through gameplay)

As for my questions go I was wondering if anyone had resources that could help me learn.  I've been on youtube as well as enrolled in an online course for basic unity and C# and will continue those but if anyone has any words of advice, a place that has good information and tutorials etc.

•
Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
I have just wanted to retouch and share this game, because it has a very important place for me.

It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game.

Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

Even death at the end is worth the revenge.
Are you brave enough to jump into Tamarra's well?

Survive from witch attacks, clown attacks and many scary creature.

- Realistic 3D graphics.
- Scary sounds.
- Scary musics.
- A demon cage where you can imprison all the demons one by one
- The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
- Countless beasts.
- At the end of the well there is a hidden surprise for you.

*We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

**!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

• By INFRA
SCAN. DRILL. SURVIVE.   ISOLATED Release in May 1st 2018   https://store.steampowered.com/app/805950/Isolated/   A game by Jérémie Bertrand Music & Sound Design by Pierrick Querolle *** Our solar system has been invaded by strangers. For the purpose of a possible negotiation, a team of astronauts is sent to the moon. Alas, they are shot before even arriving on the scene. Only one astronaut survives the crash and his only goal will be to go home...   GAMEPLAY   Shoot enemy ships to avoid being invaded. Be precise in your movements, because it's better to lose a bit of life at the top than to lose it all at the bottom. Take out your drill to destroy the stones in your path. Validate your identity to cross the different laboratories. Reach the flag before losing your three lives.   And all that... at the same time! Will you be able to go home? If the answer is yes, how long will it take?

# Unity Machine code and the semantic gap

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I had the opportunity to code a lot of C# without too much constraints by framworks (no glue code). Then my style gets very structured (in the Pascal language kind of sense). It gets deeply nested. To relax I recently looked back at 8-bit CPUs and have to say, that I mostly use their commands. Like

i++
a=a+b,
sub a,b
brach if carry
if (size==0) then

seldomly also
x<<=1

I almost use no literals, BCDs and not many global variables.

As I kid I frowned upon the stack and wanted a large set of registered. Now when hunting bugs in complex code or defending my choice of coding against other programmers, I want constraints. The native data-structure for nested code is a stack. Now I think a main deficit of the 8-bit CPUs was that they didn't cache the stack. And one could not peek to some depth into it. Or overwrite the second topmost.

I do not know why the old CPUs were so obsessed with immediate values. I can understand a one byte offset into a data structure. You may operate on two structures, one in memoy and on the VIC-II or TED or whatever. So a 8-bit CPU needs at least two 8 bit page registers. Or better two 16 bit base adress. Or two page, one base. You can enumerate over large enumerables by 8-bit delta addresses. Forward jumps need one byte. Backwards jump should only accept a register value (lower 8 bits of address). You mark the start of the loop by pushing the ProgrammCounter without jumping. To call methods of an object one needs another base (to the code of the class), + 8bit offset into the specific method. Long jumps -- if you really need them -- can be composed by loading the page in one step and then jumping. All immediates are 8 bit.

I do not value orthogonality anymore. Using objects in all my languages, an opcode for me starts with the object I want to read. I think a nibble = 4 bits = 16 registers is fine. These are the base adresses, PC, top3 of the stack, A, D, X, stack counter, register set. So: Easy to fill up 16. While the value is routed to the ALU the decode unit does this: Then if you chose PC, the other register is probably the stack or immediate. 3 bits left to mask the flags for conditions. If you chose X you will probalby either count ( += signed 3 bit value, 0 => use immediate) or move (2 general purpose regs, top 2 of stack). For A you would chose between (+- ) and one of 4 general purpose as source and 2 (A or D) as target. For D then (+- &|   ^ negation, invert, clear). BP for exception handling. You get the picture. Looking up a second source after instruction decode may cost a cycle  :-( .

I would love to store code in registers, like ADD, ADC if you operate on large data structures or Decimals, or MUL and DIV if your function needs them or ROL Dec X BNE if you have to set pixels on that akward memory layout, ore mov mem,A, move A,mem decX BNE to have all memory bandwidth left for copy. But premature optimization... . A fullblown cache is bejond the scope. The flash optimzed so called 8-bit PIC ISA is ugly in comparison. Now I should look up Java and .NET runtime, but am put off by the 8 bit, 16 bit little big endian stuff and the RTTI and and and

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Like Khatharr, I don't really understand your post. Do you have a question? Something you'd like to discuss? If so, consider reformulating your post to clarify this point and put it front and central. If not, perhaps this is better as a Journal post, the forums work best for collaborative discussions.

Think about the audience and your intended message when you do so. You might be starting a little too deep into whatever it is you are working on, try giving some context and guiding the reader along your path. Try not to mix high level ideas with in-depth technical details unnecessarily.

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Semantic gap, indeed!

[ThreadStatic]
public static RegisterFile Registers;

public struct RegisterFile
{
// Add StructLayout.Explicit and offsets if you want the smaller registers with overlap.
public ulong Rax;
public ulong Rcx;
public ulong Rdx;
public ulong Rbx;
public ulong Rbp;
public ulong Rsi;
public ulong Rdi;
public ulong R8;
public ulong R9;
public ulong R10;
public ulong R11;
public ulong R12;
public ulong R13;
public ulong R14;
public ulong R15;
}

public static void ADD(ref ulong a, ulong b)
{
a += b;
// Setting Rflags is an exercise to the reader.
}

There you go. x86 assembly in C#. Edited by Nypyren

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Keep it polite, folks.

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Now I think a main deficit of the 8-bit CPUs was that they didn't cache the stack.
I think 8bit CPUs were too slow for caching. That is, memory was faster, so getting a value from memory or from a cache or register was equally fast. Since transistors are expensive, dropping the cache  (or rather, never even consider caching) was the simpler solution.

And one could not peek to some depth into it. Or overwrite the second topmost.
I think you could, unless I misunderstand you. It amounts to changing the value of a parameter of a function. Obviously, that change never leaves the function scope, just like it does on todays computers. C solved that by pushing pointers onto the stack, pointing to memory outside the function  and top stack-frame.

I do not know why the old CPUs were so obsessed with immediate values.
In that era, OO hadn't been invented, so you mostly had functions and global structs, and nothing much else. Also, CPU ticks were slow, which means you want to cram as much information in a single byte instruction as you can, to reduce ticks needed for an instruction.

Probably too easy to mess up, or abuse for viruses, malware, etc. I am quite glad we left the idea of self-modifying code that you had for addressing large amounts of memory (changing the operand values of the store instruction).

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If you want registers in C#, you can check my signature. It has __register keyword for thread-private variables. But vendor implementation compiler can send them to global memory.

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Sorry, I got nostalgic. A colleage of mine used to tell me that was all invented in the 1960s and then I look at my current code, where I limit choices so that intellisense makes sense. Also I avoid magic numbers. So in the end for every "next command" there are only less then 256 choices. In the meantime I read about RISC-V (on wikipedia) and what this design does is mostly do away with all the fancy ISA inventions. If a CPU-Designer from 1980s wakes up today, all we have to teach them is: Branch prediction and out-of-order excecution. Of course intellisense cannot be completely implemented in the few gates in the old days  VS   They tried to be compatible with the discrete CPU boards so. The truth is somewhere in the middle. GPUs and shaders and CPUs now also become all very similiar. Due to the fast paced development  special crypto circuits or compression circuits are dated when they reach the customer.