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Doolwind's Game Coding Blog - Page 7 of 16 - Pragmatic Thoughts On Game DevelopmentDoolwind's Game Coding Blog

How To Write Perfect Code


Have you ever written perfect code?  If so, how often does this happen?  If not, why not, and do you think it’s possible?  Perfect code is something that many developers strive for but few, if any, achieve.  In this entry, I will discuss the set of requirements that must be met for a developer to be in a position to write perfect code.



Game Damage – Better Than The Rest

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Game Damage is a pilot for a new TV show about computer games.  It was created by Yahtzee (Zero Punctuation and infatuation of The Sneech), Yug (who worked with me at Auran for a bit) and Matt (creator of AustralianGamer along with Yug).  The show isn’t bad, and considering it’s a pilot is worth watching.  It’s better than any other offering out there so I encourage you to check it out and post your thoughts.



Game Developer Interview: Greg Douglas – Game Engine Programmer

I’ve worked with a lot of awesome people in the games industry.  I’ve learned a lot from these people and I thought a great way of sharing their knowledge and wisdom would be to start a game developer spotlight.  This is my first attempt, I’m interested in people’s feedback.  I worked with Greg on Battlestar Galactica and on an unreleased title before leaving Auran. (more…)


Opticode – Brisbane .NET and Silverlight Development

So a few months ago I posted about resigning and how I was planning to set up a software development company. It’s now a little over 6 months later and I thought I’d give everyone an update on how things are going. Walter and I formed Opticode late last year and have been busy making ASP.NET, .NET and Silverlight applications for quite a few clients around Brisbane. I’m still doing some game development contract work where I’m currently helping with the development of a multi-threaded renderer as well as some C# tools development.



Java Isn't The Problem

Quite a few people recently have been blaming Java for part of the downfall in current computer science (CS) graduates. While I don’t particularly like java, I’d like to go to its defence to say that teaching Java is not the real reason that a lot of CS graduates are no good these days. I know this is a touchy subject for some people so I apologise in advance if I’ve offended anyone.



Doolwind's Game Coding Standard

For some time now I’ve been asked by a few people to write up my thoughts on a coding standard. To me, coding standards are like source control, until you use them you don’t realise just how awesome they are. Coding standards are a requirement for large software teams, however even if you are working alone I’d recommend adopting at least a simple coding standard.Keeping code consistent and readable is helpful when reading other people’s code as well as when reading your own code weeks or months are it was written. In effect a coding standard is trading development time for maintainability time. I’ve found that the ratio of dev time to maintenance time grows from 1:1 on a small project to something approaching 1:∞ on larger projects.



Creating Good Software Development Teams



What Microsoft Should Do With XNA

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Now that I’ve discussed why you should be using XNA, I’d like to look from the other side and talk about what Microsoft should do with XNA to benefit both developers and gamers. XNA is a great opportunity for Microsoft to get even further ahead of Sony in the current generation of consoles; they just need to make the right decisions to get there.



New Rendering Technique (Light Indexed Deferred Lighting)

A good friend of mine Damian Trebilco has just made public his new rendering technique. It takes the best parts of forward and deferred rendering. A paper on the technique as well as a demo showing it off are available at his Google Code page.



What Auran Did Wrong


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