Authorization is something that's usually an afterthought. In this article we'll look at how we can do it properly.
This article series is about my quest for building a content aggregation service.
Our roguelike game is now complete. Let's take a look at what we can do next!
Our game is almost complete now, and the only thing which is missing is a Victory and a Lose screen. Let's add them now!
Now we have almost everything in our game, but a new player might be puzzled how to play. Let's add help and examine dialogs!
We can kill a lot of monsters now but we don't gain anything else apart from the loot. Let's add leveling to our game!
We have loot lying around in the dungeon, but it is kinda lame. Let's create a new type of monster which will carry these!
Our character can loot food, but there are no weapons nor armor in our game yet. Let's create them.
We have a lot of information about our character, but we can't see them. Let's add some visualization for them!
Having items is nice, but let's improve on that by adding a new game mechanic: hunger!
Since we have combat, monsters, and fog of war, now is the time to add items to our game!
Now that we have Fog of War, let's hide something beneath it: a wondering monster!
Having stairs to lower levels is nice but it is no fun if everything is visible at once. Let's add a vision system!
Now that we have real combat let's expand the explorable dungeon to all the levels we have generated!
Having monsters in our world asks for one thing: real combat. Let's work on that a bit!
Now that we can interact with the World, the next logical step is to add monsters to it!
While walking through walls is fun, it is not a good game mechanism. Let's improve on that with Entity Interactions!
Now that we have a Player in our game let's learn how to move him around!
Our cave is ready to explore, so let's add a player to it!
Now, we generate an actual dungeon, or rather a cave we can explore in our game.
We gonna learn how to work with Views and Screens and also how to handle inputs from the user.
This article explains how to set up the tutorial project on your computer and get started with it.
This article is the start of a tutorial series which will teach you how to write a roguelike game.
Delegation is a great tool that can help a lot with reducing boilerplate. It is not free of its pitfalls however as we'll see in this article.
If you have worked on a library before then chances are that you've tried to deprecate and remove classes form your API. In this article we'll explore how this can be done in a civilized way.
Let's take a deep dive into how one can write HTML templates in Kotlin using functional programming.
Node.js is a simple tool, but setting it up involves a lot of ceremony. Let's learn how to make it work properly.
I've been using Node.js for a while now, and I never really liked it much. After re-evaluating it my opinion changed. Let's take a look at what Node.js has to offer in 2020.
Writing a library in Kotlin seems easy but it can get tricky if you want to support multiple platforms. In this article we'll explore ways for dealing with this problem.
Kotlin has an interesting keyword, 'by' which can be used for delegation. There is a lot of confusion around it so in this article we'll clean that up.
The Kotlin DSL for writing Gradle build scripts have been around for some time. In this article we'll take a look at it and see how useful it is.
Kotlin releases are quite frequent nowadays and the last few ones were not so remarkable, but 1.2.60 is somewhat special. In this article I'll explain why.
For someone who comes from the Java world the concept of Nothing might be confusing. In this article, I'll try to clean that up with some practical examples to boot.
While most developers use Kotlin on Android it is also a viable option on other platforms. In this article we'll look at how it works in the browser.
Kotlin comes with a lot of useful functions like let, apply, with or also. Less is written about what comes with the collections, ranges, and other packages of the standard library. In this article we'll explore them.
While most developers use Kotlin on Android it is also a viable option on other platforms. In this article we'll look at how it works on the backend.
If you have written something in Kotlin chances are that you wrote it for Android. Kotlin, however, has other areas where it can be useful. In the following series, we'll explore what other fields exist where Kotlin can shine.
You might have wondered about what technology do others use in the IT industry or which tools are trending. Enter the Stack Exchange Data Explorer where you can find information about all Stack Exchange users.
Kotlin is all the rage lately and while I do agree that the language is well thought out it has - as everything else - its flaws. In this article I'll explain some of the pitfalls I encountered and try to help you avoid them.
If you are a Java developer you might be wondering what to learn next. Kotlin is in the sweet spot just where Java used to be and in this article my goal is to explain why.
Open source software is all the buzz nowadays so it might be a good time to think about whether you can release parts of the project you are working on.