In this video we move some code around to the more logical place for them, namely how we save and load our characters from the database. We also include the serialization and deserialization of our stats in our player instance class. Read the rest…

Stats Module – Example Stat classes

In this video we go over a few example stats. They are the MoveSpeed which acts like a constant, Level which is a standard stat, and Level5HP which is a max HP calculator based on our Level stat. It is here that we define our IDerivedStat interface and get it coded into our StatHolder. Read the rest…

Stats Module – Creating our StatHolder

In this video we build our StatHolder which uses the IStatHolder interface we defined at the beginning. This will allow us to get our values from our stats so we can use them later and have a reference to them in the CCharacter objects. Read the rest…

Stats Module – Calculator class

In this quick video we implement our Calculator class. Its design is to bring together the Lambdas and functions into an easy way for us to work with them and get our final values at the end. Read the rest…

Stats Module – Lambdas

In this video we take a look at our lambdas. These provide ways for us to add additional characteristics to our stats without being forced into specific ways of calculating them. Read the rest…

Stats Module – Fleshing out Functions

In this video we explore the 4 basic functions that we can use to define how are stats are calculated. Read the rest…

Stats Module – Interfaces

In this video we set up all of our interfaces for the stats module. With the exception of the ICondition and the IDerivedStat which we cover in later videos. Read the rest…

Interest Management – Finalization

In this one and only video for interest management, we come back around to what we started in the region video and finish it up so we have working interest management. This means we now add and remove from the interest area based on the radius of objects around us rather than never removing anything. Read the rest…

In this video we wrap up the Physics and Physics Export modules by handling the export of trees painted onto the Unity3d terrain. We also take a look at sleeping the threads used by the background handlers to keep them from overrunning the CPU when running the physics and Player Movement. Read the rest…

In this video we correct some mistakes that only occur when you scale or rotate objects. We also fix up the facing code so our characters move in the correct directions when rotated. Read the rest…