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✅Eric Bastarache
Professional Intern | Typescript | React | Node.js | GO enthusiast | Writing scalable robust applications
Eric Bastarache is a Technical Lead at Scotiabank, based in Toronto, Ontario, Canada. He has a strong professional background in software engineering, particularly in frontend development. His LinkedIn profile indicates that he has over 500 connections and is actively engaged in the tech community, with a focus on leadership and technical expertise.12
In addition to his role at Scotiabank, Eric is also involved in open-source projects, as evidenced by his GitHub profile, where he showcases his work and contributions to various software initiatives.2 His professional network includes numerous connections within the banking and technology sectors, reflecting his extensive experience and influence in the field.1
Highlights
After years of wanting to dive into game development (followed by promptly abandoning all hope), I'm thrilled to finally have something worth sharing - a sneak peek at my version of a classic breakout game.
While it's nowhere near complete and there's still a lot of UI work to be done and features to implement, I thought I'd share a bit about the game in its current state and the inspiration behind it:
- Assets Database: All assets are loaded through a centralized "database." This allows for better organization of imports and management without endless load statements during preload. Another benefit is streamlined asset management, making updates and additions more efficient.
- Level Data Management: Level data is also loaded through the same assets database and stored in the cache for later retrieval. This means that although the data for levels is technically loaded all at once, it’s managed efficiently so that only one level is retrieved from the cache at a time.
- Multiballs: This was one of the more challenging features to implement so far. Starting with a single ball, I faced two main issues:
- Life Count Management: Spawning multiple balls initially didn’t affect the life count, with only the original ball being considered. Even if there were 20 balls on the screen, losing the original ball would reduce the life count.
- Positioning: Ensuring the balls spawn in the correct position was crucial. Without spawning the balls from the paddle correctly, implementing a multi-ball power-up (coming later) would be nearly impossible without them seemingly appearing out of thin air.
So, why create a breakout clone when so many exist already? It stems from a love for playing a breakout clone I can't quite remember the name of and a desire to spend hours building a game I'll play for 30 minutes before lamenting my inability to get past the third level.
Feel free to suggest features, share game development tips, and let me know if you'd like to see more updates!
P.S. The gif is lower quality for uploading purposes and is running at 15 FPS while the game runs at 60 FPS.
#GameDevelopment #SoftwareDevelopment #BreakoutGame #NeverStopLearning
I’m happy to share that I’m starting a new position as Technical Lead at Scotiabank!
I’d like to thank all of my peers for providing me with the opportunity to grow, from working on challenging projects to leading initiatives, the support and feedback you’ve given me has been immeasurable - looking forward to continuing my journey and building an amazing experience for our clients!
