Check Yourself
The detection and handling of errors and unexpected conditions during game development can be a surprisingly complicated and controversial topic. In this post I hope to help programmers understand the...
View ArticleSo You Wanna Be a Senior?
So you’ve been in the industry a few years, maybe even shipped a few games, and you’re thinking: It’s about time I got a promotion. Or maybe you’ve seen a job ad, and they’re looking for a senior in...
View ArticleWater Off A Duck’s Back
Critics, eh? Where would the games industry be without them? Well, that might be a good topic for a rant, but what I want to waffle on about today is how we as developers deal with criticism. It’s a...
View ArticleThree Tools I Love (And So Should You)
This week I have written a short post to share with you some tools that I use daily, but that are perhaps are less well known than they deserve to be: MetalScroll, Beyond Compare & Code...
View ArticleSyd Sym Post-mortem
Today is the last day of my Apple Developer account being active. I took the decision a month ago not to renew, so depending on the specific timings of this blog post, and the account expiring, you may...
View ArticleIntroducing Flexible Array Members
The C99 standard officially introduced flexible array members. You may also know them as Unsized Arrays. They are a useful tool for any game programmer working in C or C++, who must take care of memory...
View ArticleThe Making Of Pirate Pennywise
Pirate Pennywise is a simple browser hosted game (tested in: Safari, Firefox, Chrome) that I made in my spare time. It is a personal side project, that has taken approximately 3 months (of occasional...
View ArticleFrom the Codeface
Last week I was asked the following question. This is not unusual, but it being a real live game programming question, I thought perhaps, just perhaps, the answer might be of interest to more than just...
View ArticleWriting Code To Write Code
So, as I mentioned in an earlier post, there is this tool I like called MetalScroll, which includes some basic syntax colorising of C/C++/C#, but not Unreal Script. Since I’m now working with Unreal...
View ArticleOverflowing your Comfort Zone
I love C++. I’m a big fan of it’s expressiveness. I think carefully constructed abstractions can be enormously powerful, and that C++ gives you the tools to construct those abstractions efficiently....
View ArticleType Names Matter
Names matter. Some 10 years ago or so, I wrote an article for a blog on using typedef when working with templated C++ types, such as the STL containers. You can read the original article (Using...
View ArticleFrom the Codeface, a Bug Fixing Story
It was March, 2009, and I was working on a high profile multi platform psychological horror game. We were “in QA”, Milestone 12, and my code was holding up well. I had been at 0-bugs for most of the...
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