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Category Archive for: ‘Tips’

F# book round-up

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Lately I’ve been catching up on my F# reading, considering porting over some of our backend code. While clearly Mono F# performance isn’t quite there yet, which would require moving the server to Windows, I thought a review round-up of the resources I’ve been using might be useful for people. F# for Fun and Profit. Not technically a book yet …

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Possible UnitySteer gotchas

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I was pursuing a UnitySteer issue last week using a sample project provided by Martin Haeusler, and it made me realize that since we have no unified tutorial anywhere, there are some UnitySteer assumptions that might escape new users.   Since I haven’t yet had time to sit down and write a full tutorial – too crazy busy with work – …

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UnitySteer: Measuring speed

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I’d been pursuing this issue on and off for a couple of weeks. In our game, there’s a particular case where I need some characters to wait for another one to be ready, and move no faster than him. But occasionally they seemed to forget that and just race past him, and it didn’t dawn on my why that was …

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Hex grid line of sight revisited

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I go into a bit more detail into the calculations necessary for laying out a hex grid, and performing line-of-sight calculations in it (updated).

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Postmortem: Quality improvements

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More lessons from our last narrative, plus we finally start working with good artists.

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New Year’s Resolutions

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And now for something completely different

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All work and no play, part 2

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I recently attended an coding experiment organized by agile software development proponents. While I like some of the ideas that agile applies, such as test-driven development, I wasn’t 100% sure if to attend given that the practices tend to be clouded by a mix religious fervor and opportunism (funny how often those two come hand in hand). Between client work …

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All work and no play

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I’ve been somewhat swamped lately, and an interesting experience this weekend has me trying different approaches to things. I’ll have a post coming up soon, very likely a temporary detour from the current postmortem narration.

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Postmortem: It always starts simply enough

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Last week I mentioned that I would be writing about the game prior to our current one. It’s a longer story than that, actually, as this didn’t involve just one game but a bunch of related prototypes.

It all starts around January 2009…

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Line of sight in hex grid

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We have been steadily working on a game, and as such the site has been quiet. I wanted to take a short break to discuss an issue that we ran into, as the algorithm may be of assistance to others.

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