How to render a dynamic Component with Blazor

Hi All! Today we’re going to see a simple technique to render a dynamic Component with Blazor. Suppose you want to create a generic Component to handle lists. Something very easy like this: The first thing to notice is that we used the @typeparam directive to specify the Generic type. But if you look carefully, […]

Blazor Gamedev – part 11: improved assets loading

Hi All! Welcome back to part 11 of our Blazor 2d Gamedev series. Today we’re going to refactor and improve the code responsible for loading assets. Last time we talked about Scene Graphs and how they can help us managing our Game Entities. We used the classic solar system example, with every planet represented by […]

Event Sourcing on Azure – part 2: events persistence

Hi All! Welcome back for the second part of the Event Sourcing on Azure series. Today we’re going to digress a bit about the implementation details and some of the choices and tradeoff I’ve made. We will focus on how I’ve managed the events persistence and which tool I’ve chosen for it. Last time we […]

Blazor GameDev – part 10: the Scene Graph

Hi All! Here we go with part 10 of our Blazor 2d GameDev series. Today we’re going to talk about an extremely important tool that can greatly improve game entities management: the Scene Graph. This is an example, just to give you an idea of what is going to be the result: You can also […]

Testing Azure Functions on Azure DevOps – part 2: the pipeline

Hi All! Welcome back to the second part of the Series. In this last article, we’re going to see how we can setup the testing pipeline for our Azure Functions on Azure DevOps. Last time we saw how we could structure our test project using XUnit Fixtures and how it is possible to launch the […]

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