There are a lot tutorials online on “howto implement authentication with .NET Core Blazor Server Side”; comprising Windows Authentication or a cookie based approach, which isn’t even supported yet. Microsoft somewhat confirmed that cookie support may be added within the future, but for now, we need to stick with a workaround. In case you don’t …
Restart .NET Core Web Application on FTP upload
Yes, Continuous Delivery is a thing; but what about teeny-weeny side projects? Or, even worse, what if a CD isn’t available? Instead of copy/past and start/stop the remote Web-Server, one could simply use the integrated Visual Studio FTP upload + some hacky scripts to detect file changes, triggering a dotnet application restart.
CHECKSUM vs BINARY_CHECKSUM vs HASHBYTES
Limitations The Taxonomy lacks “Limitation”, simply because this topic derives a certain complexity. We need to differ between the argument count limitation, and the bit length limitation. As the taxonomy already reflects, CHECKSUM and BINARY_CHECKSUM do accept more than one column as an input. On the other hand, HASHBYTES only accepts one input column. With …
MonoGame Tiled – Extract Texture2D
NEZ, an open source MonoGame framework extension, provides the functionality to import and render a tiled map. (.tmx) If MonoGame and NEZ isn’t a term for you, consider reading an introduction article first. Recap: Following code does allow us to render a tiledmap with the NEZ’s ECS system But how do we only render one …
Outline Shader
Actually I think the outline shader for a 2D game is kinda unnecessary. The loaded sprite can already be shipped with an outline. (Or, one sprite with and one sprite without an outline; if both are required) However, I kinda find it neat to dynamically apply an outline to whatever object I want to. Fundamental …
Empty Vertex + Pixel Shader
Structure The code starts with #defines we already know from C or C++. We basically map HLSL and GLSL constants (shader and vertex models, etc.) into a variable; beeing chosed during the compile time, in order to support HLSL and GLSL in one single .fx file. #if OPENGL #define SV_POSITION POSITION #define VS_SHADERMODEL vs_3_0 #define …