Re-Education (Through Leaderboards)

Original Author: David Czarnecki TL;DR In the last 2 weeks I’ve ported my leaderboard library, originally written in Ruby, to PHP and Java. It has been an extremely fulfilling endeavor for a number of reasons. 99 PROBLEMS Let’s face it, we’ve all been on epic e-mail threads where someone poses a problem, e-mail armchair development … Continue reading “Re-Education (Through Leaderboards)”

Your engine is deaf and your tool is dumb. What can you do about it? (Part 1)

Original Author: Nicolas Fournel Paradoxically, most audio engines are deaf. They take decisions that will impact the audio output of a game without listening to what they are playing. The same can be said of sound tools: they will randomize, pitch up and down, loop and combine sounds but they don’t really have any knowledge … Continue reading “Your engine is deaf and your tool is dumb. What can you do about it? (Part 1)”

Do we live for what our games give to people?

Original Author: Ann-Cudworth As some of you may know, I have recently developed an interest in making the games that I design for Second Life and other virtual worlds as accessible to disabled players as possible.  Over the last 10 days, one of them has been shown at SL8B, the laggy, cacophonous, eye candy filled street fair that … Continue reading “Do we live for what our games give to people?”

Running a games company start-up – what I’ve learnt so far

Original Author: Pete Collier It has been almost 6 months now since I co-founded our games company Hogrocket. I’ve learnt a lot over this period and it feels like the right time to write some of that down and share it. I hope that it’ll be of interest to you. Some of the points may … Continue reading “Running a games company start-up – what I’ve learnt so far”

Platform Abstraction with C++ Templates

Original Author: Michael Tedder In a post a few months ago here on #AltDevBlogADay, Aras PranckeviÄŤius discussed three approaches to eliminating the virtual function call overhead when using different class implementations on different platforms. One approach that wasn’t introduced in that post was one which utilizes templates.  Although there was some discussion in the comments … Continue reading “Platform Abstraction with C++ Templates”