SonarQube is one of the various tools that can help in writing cleaner and safer software. The advantages of having SonarQube integrated with Bitbucket can be enormous. One of the many benefits is the possibility to agree to a set of coding standards and best practices and have an automated tool checking for violations of those rules and best practices. Also very helpful is the possibility to see these violations directly in the Pull Requests. This makes it easy to spot duplicated code, dead code, code smells, security vulnerabilities, and countless other helpful tips depending on the programming language of the project.
When I talk to people about prototyping, it’s usually consensus that it’s useful and not done often or thoroughly enough. Another topic is: How to approach this properly? It is important to point out first that prototyping does not guarantee a successful product. Prototyping is essentially a cost optimization technique: A rejected prototype is a […]
GIGO – “Garbage in, garbage out,” is a popular truth, often said in relation to computer systems: if you put the wrong information in, you’ll get the wrong information out. The same principle applies to communications in general: if you ask the wrong questions, you’ll probably get the wrong answer, or at least not quite […]
Introduction Code Review is the process of examining written code with the purpose of highlighting mistakes and possible improvements. Usually, when we start working on a ticket we create a new branch. After the ticket was implemented and verified, we create pull requests to let our team members know that we completed our ticket and give them […]
Introduction Around two years ago Unity published the first version of their new tech-stack regarding “Performance by default”. The big thing everybody was talking about was their new Entity-Component-System (ECS) that enabled super fast CPU-based simulations like the Boid demo and the Mega-City. The key aspects to reach this high performance are: Cache friendly memory […]
A lot of games these days are offering huge game worlds for the players to explore. Besides beautifully textured buildings, plants and creatures that inhabit your world, it is often the ground that will fill up most of the space of your scene. So, getting the visuals and performance right is important and a bit […]
In 2016, InnoGames started a new service department called the Core Department. One of the departments responsibilities is to provide centralized packages (payment, single-sign-on, general tools, etc.) for Unity-based games and an environment around to deliver and to also having the games collaborating with us on those packages easily.
In this post we’ll go through an example application and see which methods and principles we can apply to build a robust application that is easy to maintain, extend, understand and use. In general, this is a subject with a much larger scope than a simple blog post can provide, so the content is neither […]
For a long time already, it has been clear that software development is more than just a job. More than coding something that somehow works. It is about craftsmanship and the responsibility to deliver working software in a good quality. Robert C. Martin definitely influenced – if not started – the movement of developers […]
Summary In this article you will learn a simple way how to customize the project window of the Unity Editor. We will create a little framework to let the user show additional columns with information about the assets. I will guide you through every step so everything should be clear even for beginners in editor […]