About Me,
My Code,
and
StarFluke.
StarFluke.
In the last 15 months
since November 16th 2019 to April 15th 2021
I have logged over 1,860 hours of work designing and coding C# in the Unity 3D engine.
since November 16th 2019 to April 15th 2021
I have logged over 1,860 hours of work designing and coding C# in the Unity 3D engine.
In Jan 2013
I made the BIG jump, taking StarFluke onto Unity 3D. My co worker at Disney Playdom gave me a big thumbs up and cheered me on saying I made the right choice with Unity.
I nearly drove myself CRAZY deciding whether I should start coding my game design plans in the
"C++ Unreal Engine" or in the "C# Unity Engine."
C++ was my language of choice for ten years until Boeing put me on a C# project.
I designed and programmed an office application in C# for Boeing VPs.
It was successful and I was given a small reward! I was told it was liked so much that floor managers all across Boeing started using it.
C# became my new favorite programming language!
I played around testing C++ in Unreal and C# in Unity, finding both to be equally awesome. It was a hard choice.
The Free Unity 3D game engine finally won out and I started bashing out C# code.
I stored up just enough dough to work in my office designing and coding up the game of my dreams.
I have enjoyed working over the past eight years in the Unity Game Engine.
I stored up just enough dough to work in my office designing and coding up the game of my dreams.
I have enjoyed working over the past eight years in the Unity Game Engine.
This video demonstrates my completed A* (AStar) Pathfinder Algorithm.
The A* pathfinder chooses the best path for the game character. A* selects a path that attempts to avoid travel through rough territories across the planet.