Archive for September, 2009

Tenerife

Wednesday, September 30th, 2009

I’m on a short vacations these days, just got back from Tenerife. Really, really interesting place (way more than I've expected). Funnily, I went there by “accident”. Originally, we wanted to go to Madera, but I was trying to be too smart and waited for last minute offers so long ...

Game Engine Architecture – review

Tuesday, September 22nd, 2009

Took me a while to dig through this one, book is over 800 pages. It has been written by Jason Gregory, who’s currently working as programmer at Naughty Dog. Jason has years of practical experience in the gamedev (Midway, EA, ND) and it really shows. There are too many ...

Optimization is a full time job!

Wednesday, September 16th, 2009

From time to time, when I have a spare moment, I like to run the game under profiler and see  what’s changed since the last test. I do it every 3-4 weeks, roughly, and the basic conclusion is that code is like food – it has an expiration date, later ...

Crunching bytes. Harder.

Sunday, September 6th, 2009

Been doing some size/layout optimizations again, recently. Cruncher# proves very useful for tracking problems, however it’s not that great when I want to quickly examine the progress. I have to compile/link application again (takes time, especially if modified structure is included from many files) and reload PDB (in case of ...

Ordering randomness

Saturday, September 5th, 2009

One of the things that game developers hate the most are ‘random bugs’. I’d love to get an euro for every time I got a bug report and when asked how could I reproduce it, received: “I don’t know, it’s random”. Thing is, it simply is not true in majority ...