Fidel Labit from Engineers Without Borders. Primary contact. Email: [email protected]
Engineers Without Borders is an organization dedicated to educating students about international equity issues. They are running a workshop on the "Green Revolution," focusing on global food supply and production, as well as the role technology (new or old) plays in it.
It is a mobile game where you play as a farmer in 1960s Punjab trying to grow as much wheat and gain as much profit as you can. It has an educational aspect to it, and educates players on issues surrounding global food production and the role of technology in farming.
- Includes teaching information about the pros and cons of the Green Revolution
- Includes simulation of being a Punjabi farmer
- Growing season - Random weather quality, village events, irrigation (if you have a tubewell)
- Harvest season - See how much wheat your family consumes, and how much wheat your farm produces
- Planting season - Buy High Yield Cultivar (HYC) seeds, fertilizer, oxen, and other technology to help your farm, and plant them
- Includes reflection questions of what you learned after the simulation
Final project is an iOS/Android app, so you'll either need an emulator or a phone. We are currently working with EWB to make an account to upload the build to. For now, use the Windows executable found in deliverables/D5/Windows
(you need to download the entire folder). For users, check out the simulation guide to understand how the application works.
If you're a contributor, you can read the technical document to learn more about the specifics behind the project, and view our code documentation. The scrollbar on the left side is a little janky, so here's the link to the Backend namespace documentation.
You can view our video demo here.
We are using the Unity Engine, LTS version 2022.3.18f1. Your local git branch should be configured to use Unity YAML merge.
Add this to your local git config file:
[merge]
tool = unityyamlmerge
[mergetool "unityyamlmerge"]
trustExitCode = false
cmd = "PUT PATH TO UnityYAMLMerge.exe HERE" merge -p "$BASE" "$REMOTE" "$LOCAL" "$MERGED"
On Windows at least, the path to the tool is C:/Program Files/Unity/Hub/Editor/2022.3.18f1/Editor/Data/Tools/UnityYAMLMerge.exe
After you've properly configured your git config file, you can launch Unity Hub and open the project folder. This should bring up the entire project in the Unity editor. Be sure to set your viewport's ratio to 9:20 (and 9:19.5) before doing any testing, as that's what the project is optimized for.
Note that the Unity editor is used to create applications using the Unity Engine and is not an IDE. Changes to the scripts themselves will have to be made through any text editor of your choosing. It is recommended that you edit them by clicking on them in the Unity editor, as that will give you the appropriate intellisense (assuming you've set that up correctly; https://code.visualstudio.com/docs/other/unity ).
UML diagrams can be viewed in the browser, and edited using Violet UML Editor (https://sourceforge.net/projects/violet/).
Deployment Usage: download the folder deliverables/D5/Windows
and run Green Revolution.exe
. Eventually, you will be able to download it from the app store.
Communication is done on our Discord server. We say what we're writing and how we're going to merge it (either directly or through a pull request). We honestly aren't very strict about this - as long as it gets the work done. As a rule of thumb, if we're making a small bug fix, we can just push directly to main. If it's a big change, like writing new classes, we'll create a branch for it, and the writer of it will create a pull request. Team lead reviews it and merges it.
Access our Trello here: https://trello.com/b/YwVbyUKp/green-revolution (you may need to request permission).
We TRIED to get a workflow working to automatically test our test suite, but we just couldn't get it to work. Also I think it's actually faster to run the tests in the Unity editor anyway, so there really wasn't much of a point to a workflow.
Luckily we got a workflow working to auto-generate code documentation using docfx.
We will be adapting https://learn.microsoft.com/en-us/dotnet/csharp/fundamentals/coding-style/coding-conventions .
But we will use our own naming conventions:
- Static variables are prefixed with s_
- Constants are already static but DO NOT take the s_ prefix
- Private variables are prefixed with _ and are camel case
- Private static variables use this rule instead of s_
- Pascal case for properties and methods
- Public variables are camel case, but they should really be properties instead
- Exception is public variables in custom components
And we will ignore the note about four spaces instead of tabs.
As for comments, every class and method should be documented. Classes should have authors, and methods should have comments explaining their parameters and return values. These don't need to be in a specific format, as long as they explain the information.
Always use //
for comments, and use ///
for XML comments. Public variables/methods should be documented with XML comments so they'll appear on our auto-generated documentation. (Bonus points if your IDE automatically creates a template for you when you type ///
.)
We went with the MIT license as that is what our partners went with for their previous project, Water for the World.