This is such a wonderful abd helpful game-making platform,even for the beginners. And i know and I've played in the several games ,for example,which were made so thoroughly and carefully and also simply by using “UNITY” . So the game quality is just a matter of the programmer's skill,i think.
Based on our record, Unity seems to be a lot more popular than Cppcheck. While we know about 204 links to Unity, we've tracked only 10 mentions of Cppcheck. We are tracking product recommendations and mentions on various public social media platforms and blogs. They can help you identify which product is more popular and what people think of it.
In this beginner-friendly guide, we’ll break down OOP in Unity in a way that’s simple, practical, and directly tied to game development. You’ll learn how to structure your code with classes, inheritance, encapsulation, and polymorphism—without getting overwhelmed by jargon. - Source: dev.to / about 1 month ago
C# was developed by Microsoft in the early 2000s as part of its .NET initiative, led by Anders Hejlsberg. Originally designed as an alternative to Java, C# evolved into a powerful language for Windows applications, backend services, game development (via Unity), and cloud computing. The introduction of .NET Core made C# fully cross-platform, allowing it to run on Windows, Linux, and macOS. - Source: dev.to / 3 months ago
The same happened with video games thanks to projects like Unity or Blender. - Source: dev.to / 8 months ago
One can get exposed to auto-tiling in different implementations. If you're using a game engine like Unity or Godot, there are features automatically built into those packages to enabling auto-tiling as you draw and create your levels. Also, there are software tools like Tiled, LDTK, and Sprite Fusion, that are a little more tilemap specific and give you native tools for auto-tiling. - Source: dev.to / 11 months ago
> Unity is renowned for its versatility and ease of use. With a vast library of assets and plugins, it's perfect for rapid prototyping and iterative design. - Source: dev.to / 11 months ago
I dedicated Sunday morning to going over the documentation of the linters we use in the project. The goal was to understand all options and use them in the best way for our project. Seeing their manuals side by side was nice because even very similar things are solved differently. Cppcheck is the most configurable and best documented; JSON Lint lies at the other end. - Source: dev.to / about 1 year ago
Using infer, someone else exploited null-dereference checks to introduce simple affine types in C++. Cppcheck also checks for null-dereferences. Unfortunately, that approach means that borrow-counting references have a larger sizeof than non-borrow counting references, so optimizing the count away potentially changes the semantics of a program which introduces a whole new way of writing subtly wrong code. Source: almost 2 years ago
For my own projects, I used cppcheck. You can check out that tool to get a feel. Depending on what industry your in, you might need to follow a standard like Misra. Source: about 2 years ago
Https://cppcheck.sourceforge.io/ (there are many other static analysis tools, I just haven't used them or didn't care for them). Source: about 2 years ago
Sounds like something that could simply be communicated with the team that writes the tests. Unless you have dozens of such classes. In that case, you could just use e.g. Cppcheck and add a rule (regular expression) that searches for usages of the forbidden classes. Source: over 2 years ago
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