Implementing a Terminal-Based Gomoku Game in C on Linux
Terminal-based board games in C require direct manipulation of standard I/O, raw input processing, and efficient state evaluation. The architecture for a 15x15 Gomoku game on Linux centers on a matrix for piece tracking, POSIX terminal configuration for instant key capture, and directional scanning for win validation.
Board State and Cursor Tra ...
Posted on Tue, 23 Jun 2026 16:41:09 +0000 by angulion
Implementing Tic-Tac-Toe Game Logic in C Using Arrays
Modular Program Structure
Tic-tac-toe implementation folllows modular design principles, separating code into distinct files for better organization:
game.h: Contains header inclusions, constant definitions, and function declarations
game.c: Implements all game-related functions
test.c: Contains main program logic and testing routines
// game ...
Posted on Sun, 21 Jun 2026 16:57:30 +0000 by kenle
Unity Animation System: Core Principles and Practical Techniques
Unity provides two distinct animation systems: the modern Mecanim system (simply called the Animation system) and the Legacy system. The Mecanim system, driven by the Animator component, Animator Controller, and Animation Clips, is the recommended choice for most projects, especially those requiring complex blending and state machines. The Lega ...
Posted on Tue, 09 Jun 2026 17:25:03 +0000 by digibrain
Refactoring a Console C++ RPG: From Raw Pointers to Robust Design
This article walks through modernizing a simple C++ console RPG game. The original implementation, commonly found in beginner tutorials, had several issues: manual memory management, weak input validation, a rogue class with a non-functional dodge ability, and verbose conditional logic for character classes. We'll address each flaw step by step ...
Posted on Sat, 06 Jun 2026 17:31:45 +0000 by visualed
Mastering Unity AnimationCurve for Procedural Motion
Overview
The AnimationCurve class in Unity provides a powerful way to define custom data transformations over time or space. It is widely used for creating non-linear movement, custom easing functions, terrain modulation, and parametric animation behaviors. By utilizing the built-in editor, developers can visually design curves that influence g ...
Posted on Thu, 04 Jun 2026 16:39:30 +0000 by lorne17
Unreal Engine 5 Core C++ Implementation Techniques
Component Initialization in ConstructorHeader FileUCLASS()
class MYGAME_API AGamePawn : public APawn
{
GENERATED_BODY()
public:
UStaticMeshComponent* HighlightMesh;
AGamePawn();
};Source FileAGamePawn::AGamePawn() {
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
HighlightMesh = CreateDefaul ...
Posted on Mon, 25 May 2026 19:03:56 +0000 by fhil85
Implementing Singleton Pattern in Game Development
The Singleton pattern ensures a class has only one instance throughout a application's lifecycle and provides a global access point to it. This design is beneficial when multiple operations must coordinate with a shared resource, such as a file system manager where concurrent create and delete actions could conflict if separate instances were u ...
Posted on Sun, 24 May 2026 16:21:36 +0000 by Eddyon
Essential Unity2D Input and Movement Controls
Accessing Input System Configuration
Navigate to Edit → Project Settings → Input Manager → Axes to examine current input mappings.
Reading Horizontal and Vertical Input Values
Horizontal input returns values between -1 and 1, where 0 indicates no input.
float horizontalInput = Input.GetAxis("Horizontal");
Retrieving Character Positio ...
Posted on Sun, 17 May 2026 18:11:46 +0000 by truman
Matter.js Plugin: matter-wrap (Making the World Round)
Introduction
Remember a scene from the comic "Smile Campus" where someone shoots forward, and after a while, the bullet hits the back of their head? The author used this dark joke to remind us that the Earth is round.
In the default Matter.js world, there is no boundary. If you throw an object in a direction beyond the canvas boundary ...
Posted on Fri, 15 May 2026 17:11:24 +0000 by atrocious
Implementing Layer Event Generation with LLM Integration
In the game "Mystic Realm," after completing each non-BOSS layer, players encounter an inter-layer event. This event presents a special scenario where players can make choices to potentially earn a wildcard card. The task involves implementing a function called generate_layer_event that utilizes the Deepseek large language model to dy ...
Posted on Thu, 14 May 2026 02:29:10 +0000 by ade234uk