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Charlie Bones' Interdimensional Help Centre

1 min. read Submitted 31/01/2021 Last Edited 20/02/2021 #unity #programming #creative

This is my entry for the Global Game Jam 2021! I did it all myself with public-source assets for things like audio and textures, combined with a little voxel engine I've been building.

Play it here.

Easy Function Timers in C# 8.0

1 min. read Submitted 07/12/2020 Last Edited 19/02/2021 #programming

A function timer is a class that can monitor the execution of functions and time them. If you’ve got some upper limit on how long a function should take then these timers can be very useful in detecting drops in performance.

With C# 8.0, you get some nice features that allow for a nice little function timer class, namely:


1 min. read Submitted 17/08/2020 Last Edited 19/02/2021 #programming

gnuciDictionary is an offline nuget port of the GNU Collaborative International Dictionary of English for .Net. Defining a word is simple: Simply give a string, and you will be given a list of definitions for that string, or null if no definition can be found.


1 min. read Submitted 13/07/2020 Last Edited 19/02/2021 #programming #writing

Narlang (Narrative Language) is a markup language for generating documents. It was designed as a tool to assist in the composition of long, complex documents, specifically novels. Its purpose is to combine many of the features of a code language with general document production.

This came out of a rejection of the plethora of WYSIWYG document editors, towards something more like LaTeX – but with a few more fancy features that programmers are used to like symbol recognition and semantics.

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Hurtworld - An Open-World Surival Game for PC

1 min. read Submitted 04/06/2018 Last Edited 19/02/2021 #unity #programming #resume

Between 2014 to 2018, I worked at an independent games studio called Bankroll as a programmer and game designer. The studio was only between 3 and 5 people in size over the course of the 4 years. We created the open-world multiplayer survival game Hurtworld.

This game ran on PC, Mac and Linux and was built with the Unity engine. My role here touched most aspects of design and programming, such as networking, UI design, tools creation, and the creation of multiple complex runtime systems. There were lots of interesting problems to solve - from building a realtime icon-rendering system that could render dynamically generated items into an inventory system, to environmental systems that emulated dynamic weather and time of day, to shaders and graphics. It was a heck of an experience!

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