Reflecting on Dependency

It’s been a little while since I last updated my D20 project series. So, I want to take a moment to “reflect” on the architecture pattern I had been using for managing dependencies. There is a bit of a play on words there, because I had so much fun with “reflection” in my previous post, that I decided to experiment a bit more on how it could be used for a something that feels like auto-injection.

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Attributes & Execution Order

When working in Unity, a lot of times making good use of both Awake and Start can be enough of an “execution order” to handle the initialization of your systems. For example, you can use Awake to make sure that local references are hooked up, then use Start to handle any coordinated or delayed initialization that might need to occur. This lesson is really about what you do when those two entry points are not enough.

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The Future Of Unity

Hey readers, I am curious how you all feel about the future of Unity. Has their recent changes in pricing changed anything for you? I know that they have backtracked a bit, but I personally have lost trust in them and don’t feel that they have done enough to earn it back. Unity has been a great tool for me for many years, but I am curious if it is time to start looking at other options. What do you all think? Should I stay with Unity or try something else like Godot?

Also, I’m just curious how many of you have been following along with my most recent blog project and if so what your thoughts are. Feel free to leave comments below, I would love to hear from you.

Checking In

It has been a while since my last post, and you may need to wait a bit longer still. With the arrival of summer I have had a lot happen all at once, family moving, a wedding, vacation coming up etc. This is only a quick post so you all know I am still here and to give a quick preview of what is coming next…

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Easy Access Architecture

Every time I start a new project, I spend a fair amount of time reflecting on pain points from previous projects, what I enjoyed working with, things I would still like to try, current standards and patterns, and how my fellow engineers might react to something I write. One of the big problems every project faces: how to access what you need, from where you need it. I’ve done a bit of experimenting and decided to share something I think is worth further exploration.

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Intro To Unity ECS

Unity’s ECS architecture is nearing its official release, and I am getting more and more excited for it. After a brief introduction, we’ll spend some time digging in and experimenting. By the end you should have an elementary grasp of Entities, Components and Systems within this new architecture.

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Q-Learning Agents, Part 3

A Q-Table greatly simplified the challenge of helping a computer agent “learn” to solve an environment. Unfortunately, this particular approach doesn’t scale well to the kinds of applications I would like to create. To help overcome this next hurdle, we will raise the complexity a bit more as the Frozen Lake environment is approached again, this time by using a neural network.

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