Up until a few days ago I had been working on a yet-to-be-announced iOS game made with the Unity game engine, and I believe that one of the best technical decisions I had made in designing it was to use an in-process messaging system from the get-go. That decision continued to pay dividends until the very end as it helped keep the various components in the game well-separated and as self-contained as possible, which led to a code base that is more maintainable and resilient to change as it grew.
There are several messaging systems out there that are specifically built for the Unity game engine, but I decided to go with a more general purpose solution from a little gem of an open source library called TinyIoC.
The Internet is broken, and here’s proof: For a person like me, who is into game development with Unity, who is online almost daily unless someone within speed dialing distance dies, and who is hooked into the forums and the feeds and the Twitters and the Googles, for someone like that to somehow miss reading this fantastic article titled “Unity3D coroutines in detail” by one Sir Richard Fines, Esq. is a sure sign that there’s something wrong with this world. Or at least with the online portion of it.
I had an issue with caching in an ASP.NET MVC3 web site that I was working on recently where users weren’t getting updates to CSS and image files. CSS is rather easy to resolve using the well-known query string hack, but doing the same for images referenced from within the CSS files is a bit trickier. Luckily the solution becomes trivial with a little help from dotLess.