<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Open Source on Dave Voyles</title><link>https://davevoyles.com/tags/open-source/</link><description>Recent content in Open Source on Dave Voyles</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sat, 15 Mar 2014 00:00:00 +0000</lastBuildDate><atom:link href="https://davevoyles.com/tags/open-source/index.xml" rel="self" type="application/rss+xml"/><item><title>Unity shmup template (JS and C#)</title><link>https://davevoyles.com/posts/unity-shmup-template-js-c/</link><pubDate>Sat, 15 Mar 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/unity-shmup-template-js-c/</guid><description>&lt;p&gt;I’ve been a huge fan of shmups for as long as I can remember. If it’s good, I’ve played it (and it’s probably Japanese). I &lt;a href="http://replay.drexel.edu/research.html"&gt;wrote my last one in JavaScript&lt;/a&gt; using the Impact.js framework, but this time around I wanted to do it in Unity and really test the performance of the engine.&lt;/p&gt;
&lt;p&gt;When looking for Unity shmup templates, I came across &lt;a href="http://www.shmup-dev.com/?cat=8"&gt;this great set of posts&lt;/a&gt; on the Shmup-dev website. One post includes an excellent talk on unity shmup development, &lt;a href="http://www.shmup-dev.com/?p=138"&gt;with slides and source code&lt;/a&gt; to go along with it. It really touches on some of the basics and key points for creating a shmup, including performance considerations. Object pooling is absolutely necessary when creating a high performance game, and the author &lt;em&gt;monoRAIL&lt;/em&gt; explains it very neatly for readers.&lt;/p&gt;</description></item></channel></rss>