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C Sharp, RogueSharp, and Unity

Okay, I imagined that I was going to work on drawing some concept art this week, however I got sidetracked. As usual. For example, a handful of times I've opened up Unity so I could code, the application has an update. While not normally a bad thing, my Internet is so balls-awful slow (5mbps... kill me...) that it takes a very long time to download anything.

In this instance, it isn't a bad thing. In fact, I think it's going to help a great deal. Because I'm still a serious beginner when it comes to coding C#, creating functions takes me an inordinate amount of time. This is mostly because I still have lots to learn, and most of my time is spent doing research. Not only that, but my limited knowledge prevents me from forecasting easily avoidable bugs and incompatibilities.

Keeping this in mind, building the library the way I am now is a terrible idea. I've been trying to figure out how to better structure things to reduce any future problems, relatively unsuccessfully. Luckily, I stumbled upon a blessing.

RogueSharp is an open license C# library for roguelike developers. Though it isn't quite compatible with Unity, and can't exactly be copy-pasted into my current project, it's still a huge asset. I'm most interested in how the library and its functions are structured. As I learn how to enmesh this code into something that works with Unity, I'll be able to truly understand how things work. I'll have to undo what I've already built, but that's fine -  the lessons learned there are still valid.

Fingers crossed all goes well.


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