Original Author: Gustavo Samour In the first part of this series, I mentioned a way to call C/C++ code from Java, and viceversa, on the Android platform. That method allows you to run performance-critical native code inside a Java-based Android project. Now I’ll show you a way to create an Android app without writing a … Continue reading “Running Native Code on Android – Part 2”
Month: February 2012
Players don’t want their games to smell of money
Original Author: Julien Delavennat I almost didn’t write a post today, but I found something interesting at the last minute before going to bed. So random post today. About what ? This. So, I’ve been discussing this with someone earlier and ended up summing up the situation in a way that we found was pretty … Continue reading “Players don’t want their games to smell of money”
Why Accreditation Matters
Original Author: Lee Winder Choice is a wonderful thing. Blind choice isn’t and when it comes to degrees listing themselves as a great place to do a ‘Technical Games Degree’ there’s a lot of choice and not a lot of information available to sort the good from the bad. It’s this abundance of choice and … Continue reading “Why Accreditation Matters”
Jumping from Web to Mobile, Part 2
Original Author: Amos Laber This is a continuation of my previous post Jumping from Web to Mobile, Part 1 about planning a multi-platform game. Here I will present a blueprint for an actual port of a specific game project. This is a typical 2D game that feature scrolling backgrounds, animated characters and touch (or mouse) … Continue reading “Jumping from Web to Mobile, Part 2”
“Refactor”
Original Author: Rob-Galanakis Refactoring is defined as a “disciplined technique for restructuring an existing body of code, altering its internal structure without changing its external behavior” by Martin Fowler. But its everyday usage takes a very different meaning. We use the word refactor to everything from the original meaning, to a complete side-by-side rewrite of … Continue reading ““Refactor””
Constraint Based Design
Original Author: Claire Blackshaw In some cases the most destructive action one can perform on the creative psyche is to give it absolute freedom. The blank page, blue sky, and empty word document are among the most terrifying monsters in the creative world. Apply artificial Constraint Design within Constraint Remove Contraint Analyze That sums up … Continue reading “Constraint Based Design”
Comparing Floating Point Numbers, 2012 Edition
Original Author: Bruce-Dawson Technology/ Code / We’ve finally reached the point in this series that I’ve been waiting for. In this post I am going to share the most crucial piece of floating-point math knowledge that I have. Here it is: [Floating-point] math is hard. You just won’t believe how vastly, hugely, mind-bogglingly hard it … Continue reading “Comparing Floating Point Numbers, 2012 Edition”
Sensible Error Handling — Part 3
Original Author: Niklas Frykholm In my epic trilogy on sensible error handling I’ve arrived at the third and final category of errors — warnings. Warnings happen when the user does something that is kinda sorta bad, but not exactly wrong per se. It can be things like having two nodes with the same name in … Continue reading “Sensible Error Handling — Part 3”
Python’s documentation at your fingertips
Original Author: Gustavo Ambrozio The pain my last blog post, I started learning Python some time ago and fell in love with it. But, as with any new programming language, I spent a lot of time browsing through the documentation to find out the correct name of the method to find a substring within a … Continue reading “Python’s documentation at your fingertips”
Running an Industry Night
Original Author: Forrest Smith Every month in a discrete location Seattle area game developers come together. They do so to drink beer, trade war stories, and socialize with industry peers. What I’m talking about of course is industry night and I organize one. It’s surprisingly easy to run and every game dev city should have … Continue reading “Running an Industry Night”