Early on in my journey with Angular, I found myself in situations where data (such as form values) would disappear mysteriously when routing. I soon became familiar with some of the nuances of Angular’s routing system. In this post, I’ll show you some of the pitfalls that I encountered and how to deal with them.read
I’ve been wanting to do something useful with my Raspberry Pi lately, so I decided to make a network-connected backup drive for use with Time Machine on my Mac. There are lots of online articles that explain the process, though many seem full of extraneous steps. In this post, I’ll outline a minimalist approach to creating your own Time Capsule from a Raspberry Pi.read
We wrapped up the last post with supporting easing functions in our Unity lerp animations. In this final post, we’ll add a finishing touch to our
AnimationHelper which will help deal with the problem of conflicting animations.
We ended the previous post with a complete implementation of
AnimationHelper, a singleton-like object to aid in creating framerate-independent lerp animations quickly and easily. Since linear animations can get boring pretty quickly, this post will demonstrate how to support easing functions, well, “easily.”
In the last post, we established what “lerping” is (not to be confused with larping) and what the best method is for using a lerp to create framerate-independent animations in Unity. This post will introduce you to a helper class designed to make coding these lerp animations easy.read