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Coding Guide Lines

25 Jun

Recently I have been working in a big mathematical simulation desktop application project that contained lots of entities that were interacting with each other with some degree of complexity and required the GUI to update in real time in response to user inputs that triggered certain calculations.

Somethings I have learned the hard way and included some rework to fix, below are the lessons I have learned during this project.

  1. Wrap all primitives and Strings in classes
  2. Wrap any collection in a separate class
  3. use Getters/Setters
  4. Use parent reference in your child objects
  5. Use data aware controls as much as possible.
  6. Put all string literals in a single class as static variables
  7. Use MVVM or MVC to separate between business logic and presentation.
  8. Concentrate business logic in pure classes that doesn’t contain anything else.
  9. Never ever duplicate code, instead encapsulate and reuse. even if its time consuming.
  10. Try using design patterns whenever possible (creational patterns was a life saver in my case.)

I know my rule about using Getters/Setters contradicts with the Object Calisthenics. but I actually had to use them to get/set the value based on the selected global unit system Object, and to fire events that refreshed the GUI element associated with the data model variables.

Physics tutorial

3 Jun

The Tutorial covers basic physics topics using informative graphics and an easy-to-understand language. Each unit is broken up into lessons and sub-lessons. A lesson resembles the type and extent of coverage given to that physics topic in class. The sub-lessons are accompanied by Check Your Understanding sections, providing an opportunity to assess one’s understanding of the lesson material.

Video game development essential terminologies

13 May

Back to time when I started studying game development, I used to write down each terminology that I didn’t understand in an excel sheet, and at the end of the day I navigated the internet looking for a definition. Sample terminologies are min maps, procedural textures and texels. So I decided to collect them in a presentation to make it easier for anyone learning game development. I have added more than 40 terminologies in this presentation and I know that there are more terminologies out there to be covered. So If you have any terminology that is not in the list, please post it to me and I will include it. to view the presentation please click here or click the below picture and as usual any questions are more than welcomed.


game development terminologies

game development terminologies