Auto Save for Unity

I was teaching one of my training courses when one of the students Unity Editors’ crashed and they lost a fair bit of work. It was at that point I thought, hmm…there really aught to be a form of an auto save system for Unity. I mean Unreal Engine 4 has it after all. I looked at what was available and there is a script on the Unity Wiki that does it, but I felt like it wasn’t flexible enough. So I sat down one evening and decided to actually make it. I surely would benefit more people than just my students and myself I would hope.

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Flood-Fill(-Esque) algorithm on a 2D grid

So in the Minesweeper game I launched recently, one of the small challenges was finding a way to optimise the Flood-Fill(-esque) algorithm I was using to uncover empty tiles across the grid and to find every tile that has a mine and explode / reveal it from in a wave out from the last mine if the player has won or from the mine that has already exploded. Its Flood-Fill(-esque) because floodfill was used for the empty tile reveal but not really for the end of game mines showing. It is however close enough of a topic to bundle in. There were 3 methods that were created / recreated…one of which is definitely not how to do Flood-Fill in a performance critical portion of the game…

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Glass Engine 3


This is the 3 engine I’m building from scratch. The first was a 2D engine built in 2nd year at University and the second was built for my final year computing project. As there are less pressures and time restrictions on this one it should be more fully featured as well as more polished then its predecessors.  I should also point out that this isn’t a how-to guide or tutorial. It is just my observations and whats been occurring as I’m progressing through.

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