Marshalling Gits

This is a quick post-mortem on the three methods I examined for nesting some of our Git repos. In the end, I ran out of time and felt that the diversity of a CS team means that special handling would not produce a time saving benefit for me.

Git Copy PY Script

I found a set of git tasks was taking non-trivial time to checkout and push between repositories. I couldn’t find docs for a (working) git command sequence1 that pushed branches from one remote to another; so I wrote a python script to checkout a branch to local then push it. Once I was sure that it was running; I could reallocate my attention to something more deserving of my talents.

Scala Extractors

Scala’s extractors and unapply() represent a concept that I haven’t grok’ed until now. Most demonstrations seem to be too long or use the same types everywhere. Here are my thoughts on the concept; val a: C = ??? val i: I = ??? i match { case a(f: O) => ??? } This will try to call the below method class C { def unapply(i: I): Option[O] = ??? } There’s some more flexibility;

Whippet

I made a semi-cache coherent container which provides an Entity-Component-System. These are the bones of contemporary game-engines. This post is a bit crude; I keep thinking about it then adding features to Whippet instead of writing this up. Whippet on GitHub Google built CORGI which isn’t (yet?) trying to act cache coherent. It also is more than trivial to build, and suffers from NIH for me. Actually; that last bit isn’t likely to be a problem for most, but I didn’t like their license.

Of Entity-Component-Systems

I made a semi-cache coherent container which provides an Entity-Component-System. These are the bones of modern game-engines. This post is largely a gooey weasel opinion piece. It started as an introduction that grew out of control. So, for now, it’s just a bit of rambling while I clean-up the documentation for my tool. Of Entity-Component-Systems Among other things, Jason Gregory’s book Game Engine Architecture discusses the concept of a data-driven architecture for game software.

Cmder in TortoiseHG

Have you used TortoiseHG? It is lovely! Have you used Cmder? It is lovely! If you … setup cmder to launch from the command line open TortoiseHG Workbench > File / Settings > TortoiseHG / Shell put cmder %(root)s into the Shell field … then you can have these two lovely tools holding hands and kicking-bugs!

Open macOS Terminal in Folder

In January of 2018, you can launch macOS’s terminal with the command /Applications/Utilities/Terminal.app/Contents/MacOS/Terminal1 I have (to use) a macOS computer. I choose to use TortoiseHG because it is lovely. TortoiseHG has a “launch the terminal” context menu entry. Under macOS, you need to specify the terminal command that TortoiseHG should use. You need this, in your preference, to launch the terminal in the repo; /Applications/Utilities/Terminal.app/Contents/MacOS/Terminal %(root)s https://stackoverflow.com/questions/4404242/programmatically-launch-terminal-app-with-a-specified-command-and-custom-colors [return]

Moving Platforms in Unity3D

This is a short example of moving platforms in Unity3D. Based on this tweet, I spent … 30 minutes? Maybe? putting it together. This writeup took longer. The approach uses two behaviour classes to achive the classical effect of moving platforms that follow some path. mark some empty GameObject as Waypoint instances give each Waypoint a next field attach a Mover instance to your platform(s) drag the platform towards the next Waypoint at a fixed rate when you’ve reached the Waypoint, continue with its next one My example;