Author Archives: Inge Olaisen
Slow progression
The last couple of weeks have been slow when it comes to development. There’s a lot of reasons for that, but mainly because there’s been a lot of personal stuff going on. Meetings and stuff like that.
Also it’s been a couple of weeks where MVVM has shown itself from its “worst” side. The reason why I say “worst” side is that a lot of the things I want to accomplish is not as easy as the boilerplate approach. But since […]
Slow progression
The last couple of weeks have been slow when it comes to development. There’s a lot of reasons for that, but mainly because there’s been a lot of personal stuff going on. Meetings and stuff like that.
Also it’s been a couple of weeks where MVVM has shown itself from its “worst” side. The reason why I say “worst” side is that a lot of the things I want to accomplish is not as easy as the boilerplate approach. But since […]
MVVM- XAML – WPF – What?
It’s been a busy time for me. Mostly because I’m trying to learn new stuff, but also because I want to learn the new stuff in a right manner. In my previous post I started using WPF – Windows Presentation Foundation on a new interface. I used the designer and just created the GUI, and did not write a single line of code. I created the GUI based upon how I would do it in a Windows forms application.
Later on I […]
MVVM- XAML – WPF – What?
It’s been a busy time for me. Mostly because I’m trying to learn new stuff, but also because I want to learn the new stuff in a right manner. In my previous post I started using WPF – Windows Presentation Foundation on a new interface. I used the designer and just created the GUI, and did not write a single line of code. I created the GUI based upon how I would do it in a Windows forms application.
Later on I […]
WPF. Sound run-time loading Unity
A little more than a week has gone by and more programming has been done. This time I was requested to put sound into Unity. Sound in Unity is normally not a problem. It’s just a matter of saying “Hey Unity, I have this AudioClip, drag it onto the AudioSource and you’re done.
What I didn’t account for was when the user wants to load a custom clip, that you need to load it into memory first. All of a sudden […]
WPF. Sound run-time loading Unity
A little more than a week has gone by and more programming has been done. This time I was requested to put sound into Unity. Sound in Unity is normally not a problem. It’s just a matter of saying “Hey Unity, I have this AudioClip, drag it onto the AudioSource and you’re done.
What I didn’t account for was when the user wants to load a custom clip, that you need to load it into memory first. All of a sudden […]
Overlay – setbacks and progress
I didn’t know that it has been this long since I last blogged anything, but I’ve been busy with the program I’m working on. There’s been some progress, but also some setbacks. Mostly the setbacks have been caused by unexpected behaviors and poor planning. Yes, poor planning, but in all honesty most of this program started with just a test and then evolved into a test. Then I showed that test to someone and I got inspired to continue working […]
Overlay – setbacks and progress
I didn’t know that it has been this long since I last blogged anything, but I’ve been busy with the program I’m working on. There’s been some progress, but also some setbacks. Mostly the setbacks have been caused by unexpected behaviors and poor planning. Yes, poor planning, but in all honesty most of this program started with just a test and then evolved into a test. Then I showed that test to someone and I got inspired to continue working […]
Twitchoverlay v0.3a
After my previous post, I decided to continue with the Twitch Overlay. I recently got done with a version I call 0.3a. The feature list isn’t that big, but I was able to reach a streamer and get some feedback on the program. That said if anyone reading this are streaming and want to test it out, let me know. I would love to hear from you.
One of the features requested was a tray that comes in and out of […]
Twitchoverlay v0.3a
After my previous post, I decided to continue with the Twitch Overlay. I recently got done with a version I call 0.3a. The feature list isn’t that big, but I was able to reach a streamer and get some feedback on the program. That said if anyone reading this are streaming and want to test it out, let me know. I would love to hear from you.
One of the features requested was a tray that comes in and out of […]
Project – update
Last week I talked about how I used UDP to open up a TCP socket to send a file to the client. This week I did some more testing and it turns out that I don’t need to open up TCP in order to send an image. Since my solution was to use localhost as the communication platform between the two programs, the files that you want to use will also be on the local harddrive.
If the program was meant […]
Project – update
Last week I talked about how I used UDP to open up a TCP socket to send a file to the client. This week I did some more testing and it turns out that I don’t need to open up TCP in order to send an image. Since my solution was to use localhost as the communication platform between the two programs, the files that you want to use will also be on the local harddrive.
If the program was meant […]
Named pipe down the pipe drain
Last week I talked about named pipes. Named pipes seemed like a good idea on paper and I started this week with trying to find a way to get it to work. The problem was that named pipes works like a server. In order to connect it needs to be up all the time. I didn’t really want a system like that. I wanted the system to be independent, but if the client program was opened and gave new instructions […]
Named pipe down the pipe drain
Last week I talked about named pipes. Named pipes seemed like a good idea on paper and I started this week with trying to find a way to get it to work. The problem was that named pipes works like a server. In order to connect it needs to be up all the time. I didn’t really want a system like that. I wanted the system to be independent, but if the client program was opened and gave new instructions […]
Named pipe _u~
I’m going to talk about something I have not yet completed, but I mentioned it in my previous blog. What I have been trying to accomplish is to have one Windows Form application to communicate with Unity . The idea is to use the windows form application to control Unity.
Reason for wanting to do that is several, but mostly it’s to see how it can be done. Now the original plan was to use network. I have successfully tested network […]
Named pipe _u~
I’m going to talk about something I have not yet completed, but I mentioned it in my previous blog. What I have been trying to accomplish is to have one Windows Form application to communicate with Unity . The idea is to use the windows form application to control Unity.
Reason for wanting to do that is several, but mostly it’s to see how it can be done. Now the original plan was to use network. I have successfully tested network […]
Achievements – again
Lately I’ve been creating my own projects, because I want to have something to do. I want to be better at programming so I set aside some time to program every day. This way I learn new things. For me it’s not so much what I create, it’s more trying to get a challenge and learning something new.
Previously I made an achievement system for Unity, where I used an SQLite database and used a model of the data to create, […]
Achievements – again
Lately I’ve been creating my own projects, because I want to have something to do. I want to be better at programming so I set aside some time to program every day. This way I learn new things. For me it’s not so much what I create, it’s more trying to get a challenge and learning something new.
Previously I made an achievement system for Unity, where I used an SQLite database and used a model of the data to create, […]
Editor tabbing
Last week I was done with the restructuring. And I added some new graphics to the layout. We discovered that the graphics we had caused a problem with the professional version of Unity and because of that we needed to fix the graphics. So I made the graphics for it, even if it isn’t the final graphics.
This week I decided to start with a task I have been putting on hold for the longest time. Tabbing between fields. I did […]
Editor tabbing
Last week I was done with the restructuring. And I added some new graphics to the layout. We discovered that the graphics we had caused a problem with the professional version of Unity and because of that we needed to fix the graphics. So I made the graphics for it, even if it isn’t the final graphics.
This week I decided to start with a task I have been putting on hold for the longest time. Tabbing between fields. I did […]
Achievement #2
Last week I started looking at the flow of the system how it was then and how I wanted it to be. Plans are one thing, implementing the plan is another.
The initial dataflow:
What I wanted to accomplish:
The problem with redesign is that there are always some parts of the system that is overlooked in the planning phase. For instance we are using a pattern called MVC, Model – View – Controller. Which means that the model is the data model. […]
Achievement #2
Last week I started looking at the flow of the system how it was then and how I wanted it to be. Plans are one thing, implementing the plan is another.
The initial dataflow:
What I wanted to accomplish:
The problem with redesign is that there are always some parts of the system that is overlooked in the planning phase. For instance we are using a pattern called MVC, Model – View – Controller. Which means that the model is the data model. […]
Achievement unlocked!
The last couple of months I’ve been working on an achievement system. The goal is to sell the asset on the Unity store. There are already a few of them out there, but what we offer, we consider unique. But no development goes without a hitch and right now I’m in the middle of the biggest one. Ok, that’s a lie, it’s a big structural change in the code, that’s all, but biggest hitch sounds better 😛 .
The system itself […]
Achievement unlocked!
The last couple of months I’ve been working on an achievement system. The goal is to sell the asset on the Unity store. There are already a few of them out there, but what we offer, we consider unique. But no development goes without a hitch and right now I’m in the middle of the biggest one. Ok, that’s a lie, it’s a big structural change in the code, that’s all, but biggest hitch sounds better 😛 .
The system itself […]