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Data-driven design with Unity 3d, Part 2 – Server design / API and assumptions

As mentioned previously, I’ve started fleshing out the backend for the server that I’m looking to build for my ongoing experiments. Let’s recap the key points: The first 2 elements to our server design...

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What documentation?

Imagine a situation where you have just been employed by a game development company with a large code base. You might setup your computer, adjust your chair, get some coffee and then start...

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Git Off My Lawn – Develop 2013

Recently myself and Andrew Fray (@tenpn) presented “Git Off My Lawn” at Develop 2013 in Brighton. The talk was designed to discuss how we took a Perforce centric development process and moved over to...

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Finding nearby stuff

A problem that crops up quite often in game programming is the need to find stuff that is “close to” other stuff. For example, you may want to find all enemies close to the player, all treasures close...

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An introduction to: Go[lang]

I think it’s valuable for game developers to know of a broad range of programming techniques and tools, and programming languages are one of our fundamental tools that strongly dictate how we phrase...

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The main loop in Devil’s Attorney on Android

Abstract Android OS is filled with undocumented behavior and quirks that are taught the hard way; by discovery and by experience. Once you start playing around with the NDK, OpenGL and Android...

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Code Build Optimisation Part 4a – fatal error LNK1170

If you previously followed Code Build Opt Part 4 then you have yourself a fantastic project that incrementally links and everyone is happy… there is a gremlin in this machine however. Before we...

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GLKit to the max: OpenGL ES 2.0 for iOS – Part 1: GLKit Features

Apple uses OpenGL extensively – their 2D desktop libraries (Quartz, CoreAnimation) are OpenGL-based, and iOS has inherited that link (along with some funky tricks you can pull). December 2013: I’ve...

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Git Off My Lawn – Large and Unmergable Assets

I posted up the Git talk myself and Andrew Fray did at Develop 2013 and mentioned I’d have a few follow up posts going into more detail where I thought it was probably needed (since you often can’t get...

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The technical interview

This post will appear (slightly lenghtier) also on my personal blog, c0de517e.blogspot.com Introduction I’ve had in my career the pleasure of working with a few different studios, seeing a few others...

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OpenGL ES 2: How does it draw?

UPDATED 24/09/13: Added some essential details to the class files at end of post, and corrected typos UPDATED 24/09/13: Added Github project with full source from this article December 2013: I’ve...

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Scripted Network Debugging

Debugging network problems is horrible. Everything is asynchronous. Messages can get lost, scrambled or delivered out-of-order. The system is full of third-party black boxes: external transport layers...

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Accurate Collision Zoom for Cameras

Here’s the takeaway of this whole post: For camera collision zoom, don’t cast a ray. Don’t cast a sphere. Cast the near face of the view frustum. Now, let’s start from the beginning. Consider the...

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OpenGL ES 2: Vertices, Shaders, and Geometry

(this is Part 3; Part 1 has an index of all the posts) We finished Part 2 with the most basic drawing of all: we filled the screen with a background colour (pink/magenta), but no 3D objects. NB: if...

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Wolfram’s Mathematica 101

This will appear in a longer, more rambling form, on C0de517e. It’s main section is inspired by LearnXinYminutes Introduction Games and rendering are becoming increasingly “data driven”, in a sense...

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Simplex Update #2: Unit-Testing

NOTE: If you want to read this post with syntax highlight I strongly suggest you read it on my blog: http://simplex-engine.com/2013/09/23/simplex-update-2-unit-testing/ It’s been almost a month since...

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OpenGL ES 2: debugging, and improvements to VAO, VBO

UPDATE: This post sucks; it has some useful bits about setting up a breakpoint in the Xcode debugger – but apart from that: I recommend skipping it and going straight to Part 4b instead, which...

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iOS Open GL ES 2: Multiple objects at once

Recap: Part 1 – Overview of GLKit Part 2 – Drawcalls, and how OpenGL code is architected Part 3 – Vertices, Shaders and Geometry Part 4 – (additions to Part 3); preparing for Textures …but looking...

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Easy Collaboration with Object URLs

At DROOL, we’ve recently started using URL “links” to our game objects that we can easily share via e-mail.  It’s simple and probably not a unique solution.  But it’s been useful and feels like a...

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How to become a Graphics Programmer in the games industry

As we were recently hiring a new Graphics Programmer at work I had to identify what kind of technical knowledge and skills we would expect from a potential candidate. Although this definition will be...

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