A simple tutorial on creating a minimap for an RTS game

RTS games often require the player to keep track of his and the enemy’s troops movement, while micromanaging resources gathering, base building and many other facets of their overall strategy.

To help cope with this demanding level of micromanagement the player has at his disposal several tools, like the ability of creating control groups, saving map locations and using a plethora of hotkeys. None of these tools, however, surpasses the unmatched usefulness of the minimap.

But how to reproduce the behaviour of a minimap in Unity?

Let’s find out…


A simple tutorial on re-creating the classic Asteroids with Unity

Welcome back to the last part of this seris on re-creating the classic Asteroids game with Unity 3D 2019. As usual, before we start, just a quick reminder that you can always check the source code for this project on github.

Now if you are ready to go, let’s get started!

Setting goals

In the first part of the tutorial we set up the basic gameplay. We took care of periodically spawning asteroids and positioning the starship and we also allowed the player to control the ship and shoot.
Now need to check…


A simple tutorial on re-creating the classic Asteroids with Unity

Welcome back fellow aspiring Unity developers!
If you enjoyed my previous post, get ready for more, because we are going to re-create another old times classic!
If, on the other hand, you don’t know what I am talking about, be aware that you can find the previous tutorial in this series here.

Now, before we start, I want to remind you that this project has been developed using Unity 2019 and that you can always check the full source code on github. …


A simple tutorial on re-creating a classic game with Unity

Welcome to part 2 of these series of posts, in which we are trying to recreate Pong using Unity.
If you didn’t read part 1, I recommend that you do it before going forward. You can find it here.
Keep in mind this project has been developed using Unity 2019, so you might have to do things slightly differently if you are using a different version.
Also don’t forget you can always check the full code for the project here https://github.com/avalcepina/unity-pong.

In the previous post, we set up the basic…


A simple tutorial on re-creating a classic game with Unity

This is part 1 of a series of posts in which I will talk about recreating the classic game Pong with Unity. I undertook this project mainly to learn Unity’s basics and to start creating a portfolio of simple games. More games of the same kind will come in the future, so if you are interested stay tuned.

For now, however, let’s stay focused on the task at hand. The first thing we need to do is to set our goal. …


Welcome to our ongoing series of post on our experiences in using Istio during the development of Vamp Lamia.

In our previous post, we presented Vamp Lamia’s approach to A/B testing and then delved deeper into how Experiments use Welch’s t-test to identify the test’s winner in a statistically sound way.

In both scenarios, however, we relied solely on Elasticsearch to gather the necessary statistics to calculate the A/B test outcome. This begs the question: what if we wanted to use a different source? …


Welcome back to our ongoing series on the development of Vamp Lamia and our experiences in using Istio for traffic routing on Kubernetes. In one of our previous posts, we presented our approach to A/B testing with Vamp Lamia through the use of Experiments, which enable the user to quickly create a complex Virtual Service configuration and set up a Policy that will redirect the traffic based on the users’ behaviour, for example moving all visitors to the winning variant of an Experiment. As we stated at the end of the post, however, our implementation was, at that time, pretty…


Welcome to the third post in the ongoing series describing our experiences in adopting Istio and the development of Vamp Lamia. For more details on what we are trying to achieve with Vamp and why we choose Istio, please refer to our first and second posts.

Up till now we focused mostly on presenting specific features of Vamp Lamia by relying on examples that were far simpler than most real world scenarios.

In this post we will present a more complex example, based on a test setup that we used internally to verify the extent of Istio’s capabilities. To that…


This is the second post in our ongoing series describing our experiences in adopting Istio for traffic routing on Kubernetes. For more details on what we are trying to achieve with Vamp and why we choose Istio, please refer to our first post.

The last months have been rather exciting for the Istio community. With the release of version 0.8 the platform has become more stable and is now benefitting from a more consistent, albeit still rough, design. These improvements come however at the price of a greater complexity in the configuration of routes.

Our goal with this new version…

Alessandro Valcepina

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