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About thatguyiam

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  1. thatguyiam

    Authoritative server

    Don't call yourself stupid, thats the domain of other, pettier people. You'll get there, just keep trying to wrap your head around it and you'll grok it eventually. ps. did you play around with the demo section of gabriel gambettas articles? http://www.gabrielgambetta.com/client-side-prediction-live-demo.html
  2. thatguyiam

    Authoritative server

    Perhaps the following might help. http://www.gabrielgambetta.com/client-side-prediction-server-reconciliation.html https://gafferongames.com/ https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Basic_networking
  3. @Nypyren Thanks for your input. I understand the value of TDD, especially in application development. The whole fact you're writing code to satisfy the contract you create with the tests should provide full covereage and result in loosely coupled classes. My main concern with test first is that I've seen quite a few competent developers recently discuss disliking tdd first, even test advocates, as they consider it to impede rapid iteration of an evolving code base. I've seen some discuss data oriented programming and some suggest you should produce tests after writing hthe code merely to catch regressions. But running a suite of unit and integration tests every build would also get annoying, I suppose it would be acceptable in unity as I mainly run in editor and then build when im ready to check some things anyway. I would agree wth srp, It's the most vital of the solid principles. Really the only solid principle I'm not adhering to is dependency inversion, which a lot of people suggest is the most important one, at least following srp/seperation of concerns stuff. But there are other ways to achieve dependency inversion, such as service locator etc. ANy advice on that matter is also appreciated, I want to be good at my craft but also start finishing things for a change. At least in application development I've heard that getting used to tdd makes you faster and cleaner, but I've not really found that (though my experience is limited). I also am aware of the fact that output is traditionally very slow. Mythical man month 10 lines a day stuff (though obviously skewed by working on large bases and removing lines) the talk by Johnathon Blow where he discusses how to achieve great enough output to be able to deliver on your indie games really change my mind on a few things, though I haven't really filled in the blanks yet. I make extensive use of couroutines and when the choesion is high enough I would favour just using a monobehaviour, but I'll take that into consideration. I've read that af ew times lately actually, I'll do my best to avoid monobehaviour and scriptable objects when its unwanted. At the moment I satisfy my dependencies mostly using getcomponent or passing in the inspector. Not especially convenient for designers I iamginge, given the hierarchy thus has specific structures required. I completely avoid Find searches, though they should be fast enough on projects of this scale, I don't use them for other clear reasons. For my current project I'm using a few high level singletons. GameManager, AudioManager, etc. It's not so far been a problem but it could be done better, but I'm not sure what would be better without di. Any more suggestions on methodologies and regression catching strategies is greatly appreciated. ps. it annoys me that empty objects I use for maintaining structure and convenience in the hierarchy have transforms.
  4. For one man indies and small teams, in unity in particular - but general answers are very welcome - what are the most worthwhile development methodologies and architectural patterns worth investing your effort into. I would like to write decent, maintainable and scalable code, but I also want to work fast. In the past I've been bogged down in process, and at the moment for my current project I'm taking inspriation from Johnathon Blow and just not overthinking or optimizing in any sense before its needed. I am certainly getting quicker output but at the same time I realize that as my projects scale I will get be more likely to get bogged down, especially with no testing or other techniques to catch regressions. So avoiding rigid bindings and singletons might be advisable. I've considered dependency injection frameworks / inversion of control containers such as zenject. The code seems ugly to me and I cant see it being a fast process. I've heard mention of essentially using the unity interface for dependency injection, but I'm not sure I comprehend. What process would you recommend? tdd? di? testing after the fact? what are good ways to write clean, modular, scalable code quickly with strategies to catch regressions. Any advice is welcome and appreciated.
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