My journey running Swift everywhere continues. This time, I set up my Linux machine for Swift development in a matter of a few minutes.
I'm working with Swift again and decided this time I want to have some fun running Swift across platforms (macOS, Linux, and Windows). Windows is where always have the most doubt, so naturally, that's where I started.
In my last post, I mentioned an upcoming review for the 4th edition of "Responsive Web Design with HTML5 & CSS" by Ben Frain and published by Packt, and I'm happy to say I've had the chance to read through it, and here are my thoughts on it.
I've started reading a new book as I venture back into full-stack web development.
If you're new to Unreal Engine, I recommend checking this book out to get an understanding of Blueprints and the many ways they can be used.
I've been using Pop!_OS for a while, and I really like the built-in window tiling and workspaces experience. However, I wanted to customize it to limit the number of workspaces to 4 and be able to navigate them quickly as I would with i3.
Welcome back to my vector math series. In the last post, we went over a brief introduction to define what a vector is, the type of data it represents, and how it can be interpreted geometrically in a 2D coordinate space. Let's now learn how to add and subtract vectors!
I'm experimenting with the "Auto Refresh" setting to make the coding workflow more similar to Unreal Engine.
I've started reading the third edition of "Blueprints Visual Scripting for Unreal Engine 5" by Marcos Romero and Brenden Sewell, published by Packt.
Vectors are essential to game programming for both 2D and 3D applications. Throughout this series, we'll define what vectors are, how mathematical operators are applied to them, and examples of their geometrical representation. I'll also include practical game-based scenarios.