Back to The Future (Part 1)
Insanity: doing the same thing over and over again and expecting different results. – (attributed) Albert Einstein How would you like to be able to reproduce every crash report that QA adds to the bug...
View ArticleBack to The Future (Part 2)
I really enjoy a good cup of tea. On the surface, making tea is really easy: take some tea leaves, pour some hot water over them, and wait a few minutes. In practice, the difference between a bitter,...
View ArticleBuild Server: The Heartbeat of The Project
Have you ever given some thought to why you decided to become a game programmer? I’m pretty sure it wasn’t to do mundane, repetitive tasks. Yet sometimes we find ourselves spending a significant...
View ArticleDirty Coding Tricks
If you haven’t read it already on Game Developer Magazine, don’t miss the Dirty Coding Tricks feature article on Gamasutra. I contributed two “dirty tricks” used in some of my past projects. Identity...
View ArticleData-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With...
Picture this: Toward the end of the development cycle, your game crawls, but you don’t see any obvious hotspots in the profiler. The culprit? Random memory access patterns and constant cache misses. In...
View ArticleManaging Data Relationships
I’ve been meaning to put up the rest of the Inner Product columns I wrote for Game Developer Magazine, but I wasn’t finding the time. With all the recent discussion on data-oriented design, I figured...
View ArticleNitty Gritty Unit Testing
It’s one thing to see someone drive a car and have a theoretical understanding of what the pedals do and how to change gears. It’s is a completely different thing to be able to drive a car safely on...
View ArticleMock Objects: Friends Or Foes?
In a previous article we covered all the details necessary to start using unit testing on a real-world project. That was enough knowledge to get started and tackle just about any codebase. Eventually...
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