Zenject
Card-Game-Simulator
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Zenject | Card-Game-Simulator | |
---|---|---|
12 | 5 | |
2,324 | 294 | |
2.9% | 1.7% | |
0.0 | 9.4 | |
3 months ago | 12 days ago | |
C# | C# | |
MIT License | Mozilla Public License 2.0 |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Zenject
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I feel like I'm starting to develop a bad design behaviour. Am I using this because it is actually a good solution no my problem or just it is simple to execute even if not efficient? How do handle these kind of situations and how do you handle storing data you always need
You can try Dependency Injection with Zenject. It’s more complicated than singletons, but has many advantages.
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Web dev trying to learn game dev, had some questions
I just noticed I forgot to link the resource collection 😅 so here it is: https://procgen.space/resources and while we're on links and I'm on a computer now instead of my phone, here's a link to zenject: https://github.com/modesttree/Zenject
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Let's talk about the Dependency Injection Pattern! - Discussion
In Unity, there is the Zenject Asset: https://github.com/modesttree/Zenject
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Best practice to avoid duplicate code
Mhhh I guess you could take a look at a dependency injection framework. https://github.com/modesttree/Zenject
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It is a good idea to create a manager of managers?
Even better approach is to get rid of singletons with dependency injection. There are several frameworks for this, for example https://github.com/modesttree/Zenject.
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Dependency injection in unity
Hello everyone! I love unity, it is a great game engine, but I always find myself back to the same architectural hurdles again and again. I used Zenject for several small projects, but I didn't completely like the approach it imposes. In order to improve on what I felt Zenject lacked, decided to make a dependency injection container that fit what I felt was necessary. https://github.com/PereViader/ManualDi.Main (core of the container, just c#) https://github.com/PereViader/ManualDi.Unity3d (extensions to improve usage in unity) As far as I know, dependency injection containers are not a very hot topic around the game dev sphere. Something I think is really not ideal for engineers, as I believe it greatly improves our productivity. What do you think of dependency injection in Unity? What do you think a dependency injection container should have for you to use them in your projects?
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OMG! Design Patterns Are Awesome!!! If You Don’t Use Them - Start!!!
Zenject can be found here, and is a dependency injection (DI), which is also a design pattern.
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Why use GetComponent() when I could just use [SerializeField] and link something in the editor?
If we are talking about bigger projects, then you cannot put everything into scene that's for sure. Also, creating a prefab for component that you want to inject is not the best option. Therefore, there are different solutions like Zenject.
- Does anyone else coming from a software background struggle with integrating unity into their design patterns? Are there any particularly good resources for how to write clean code with Unity?
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How to establish proper communication/information links between various objects without too many dependencies or too many singletons?
Look into dependency injection, like Zenject. https://github.com/modesttree/Zenject
Card-Game-Simulator
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How long have you been working on your game?
It's been a bit over 5 years for me: https://www.cardgamesimulator.com/
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What is the best way to digitally use cards from .pdfs?
Try out Card Game Simulator. There's a bit of a learning curve, but it works on almost any device.
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Rpg Deck tools
I also tried https://www.cardgamesimulator.com/ and didn’t choose it, but it has been updated and I plan to try it again.
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Card Game Simulator
Please check it out!: Play Anywhere | Card Game Simulator
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A few notes and ideas
This is a bug. The card should go to the top of the stock. I created a bug to track: https://github.com/finol-digital/Card-Game-Simulator/issues/47 I am also adding an option to move a card to the bottom of the stack.
What are some alternatives?
Reflex - Minimal dependency injection framework for Unity
Facepunch.Steamworks - Another fucking c# Steamworks implementation
fluid-behavior-tree - Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern.
shengji - An online version of shengji (a.k.a. tractor) and zhaopengyou (a.k.a. Finding Friends)
di-framework - ↗ A Dependency Injection framework for Unity game engine.
Hearthstone-Deck-Tracker - A deck tracker and deck manager for Hearthstone on Windows
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
cider - Card IDE (CIDEr) - Design game cards using HTML/Handlebars, CSS, and tabular data
fungus - An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
Adventure-RPG
GameDevTutorials - Houses various game development tutorials and resources.
Moonflow-Lensflare-System - ■■Finished■■ Unity full pipeline multi light source lens flare rendering scheme based on atlas