One of the most complicated (and boring) tasks in system documentation is creating flowcharts and diagrams. Manually dragging boxes and arrows is tedious, and there’s no possibility for automation.
In this article, I will discuss Diagrams, a library used to create diagrams via code, which can greatly facilitate and speed up this task.
The Importance of Visual Documentation Before diving into the specifics of the libraries presented, it is essential to understand why visual documentation is so critical.
In my new project, I have a specific requirement to fill the whole stage with projectiles, missiles and bombs. For this, a cache system is needed to manage the amount of actors on screen.
If you have some doubt if this is really necessary, you can check the code for UWorld::SpawnActor for the amount of validation that this function performs. Additionally, there are many posts talking about reducing number of actors that are ticking every frame (although we’ll not talking about ticking in this post).
In my way to evolve and aggregate services to my website, I started to think about integrate a comment section to each post. I read about services like Disqus and other less known like Commento. But the same thoughts that I had when I started to develop my website, came to me again: what if the service goes offline?
Then, I did a fast search in GitHub for a ready-to-use open source project to store and display comments, where I found a very simple project called serverless-comments.
The Simple Queue Service is one of the most popular and versatile services in the AWS catalog. It is used as a glue among many services and integrations. But although it’s primary task is to deliver messages, SQS has some features that can be used in many creative ways, saving time and money, as well as reducing code complexity for the whole project.
Sub-Minute Scheduler The first SQS feature that we’ll take advantage of is delayed messages, that will postpone delivery until the delay time has expired.
The newest version of the Unreal Engine is growing to be the most powerful engine available to the public. It contains many improvements presented through the years in papers and conferences like the GDC.
But, due to be too big, it’s important to know some good practices to be able to produce more in less time, or to have less problems or errors. These are the basic patterns I use for my Unreal Engine projects.
I was invited to a presentation about the game Myridian: The Last Stand at Let’s Bank’s Quinta Tech event. We talk about cloud solutions for the matchmaker, character customization logic and a little about game promotion and publishing.