Sorry but the game does not build anymore

Original Author: Fabrice Lété Continuous integration and an automated asset pipeline should guarantee that you can produce an up-to-date working version of the game you are currently working on in very little time. And usually that pretty much works, besides the eventual “damn, old texture” self-note during demos. But what happens when you have to … Continue reading “Sorry but the game does not build anymore”

Set your content creators free with scripting

Original Author: Pete Garcin The roles of technical artist, technical designer, and technical sound designer capture the rare breed of individuals who have a combination of artistic and technical talents. With a bit of structure and training, you can turn all of your content creators into effective scripters, and drive quality and productivity in the … Continue reading “Set your content creators free with scripting”

Auto-vectorization for the Masses (part 1 of n): SimpleC and Abstract Syntax Trees

Original Author: Andre Leiradella In my first post at #AltDevBlogADay I talked about some simple techniques to help programmers vectorize their code and benefit from the speedup provided by SIMD instructions available on most modern processors. A comment made in that post brought my attention to gcc’s auto-vectorization feature and I decided to take a … Continue reading “Auto-vectorization for the Masses (part 1 of n): SimpleC and Abstract Syntax Trees”

Work in a startup

Original Author: Phil Carlisle Work in a startup Phil Carlisle 10:04 pm on May 4, 2011 Counting comments… I am still trying to find the time to get my post on the 12 principles of animation sorted out. But in the meantime, I thought I’d post some thoughts about working in a startup. Namaste “office” … Continue reading “Work in a startup”

Solving Problems With Asynchrony: Build Your Own Future

Original Author: Kevin Gadd Previous posts in this series: Solving Problems With Asynchrony: Cinematics Solving Problems With Asynchrony: Asset Loading In my previous posts I showed how we can apply the Future primitive, along with C# iterator functions, to tackle some real-world problems. Now, I’ll dive in a bit deeper and show how, given a … Continue reading “Solving Problems With Asynchrony: Build Your Own Future”