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Game Development Musings From An Industry Professional

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meheleventyone | meheleventyone.com Reviews
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Game Development Musings From An Industry Professional
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5 what now earthman
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8 what went well
9 gameplay
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meheleventyone | meheleventyone.com Reviews

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Game Development Musings From An Industry Professional

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game development « meheleventyone

https://meheleventyone.com/tag/game-development-2

Game Development Musings From An Industry Professional. Archives For game development. Balancing Solo vs Group Play. October 21, 2015. Mdash; Leave a comment. Lately I’ve been playing a lot of Rust. To begin with let’s state some premises, these may not be valid for your own vision but I think they are common to most persistent games with PvP:. Group play will in general always be superior to playing by yourself. Playing by yourself should be viable without a huge time commitment. Further solutions could...

2

The Game Development Lifecycle « meheleventyone

https://meheleventyone.com/2014/03/15/the-game-development-lifecycle

Game Development Musings From An Industry Professional. The Game Development Lifecycle. The Game Development Lifecycle. March 15, 2014. Mdash; 2 Comments. Here we have the lifecycle:. Lets make a game! Ideally people not concentrating on making content or supporting content creators will be fixing defects, optimizing the game, improving the user experience or ‘ juicing it. 8216; Hopefully it goes without saying that you should be putting all this new content in front of real people all the time to valida...

3

game narrative « meheleventyone

https://meheleventyone.com/tag/game-narrative

Game Development Musings From An Industry Professional. Archives For game narrative. A Critical Look at The Vanishing of Ethan Carter. October 10, 2014. Mdash; Leave a comment. Spoiler Alert: I’m absolutely going to ruin bits of the game in this post if you care about such things. All the spoilers are below the fold though. I recently spent several hours playing through and thoroughly enjoying The Vanishing of Ethan Carter by The Astronauts. The vanishing of ethan carter. Best use of theme award. The (Bl...

4

MVP, EVP, WTFVPBBQ – Think don’t buzzword. « meheleventyone

https://meheleventyone.com/2015/02/20/mvp-evp-wtfvpbbq-think-dont-buzzword

Game Development Musings From An Industry Professional. MVP, EVP, WTFVPBBQ – Think don’t buzzword. MVP, EVP, WTFVPBBQ – Think don’t buzzword. February 20, 2015. Mdash; Leave a comment. However MVPs, EVPs and other constructions of their ilk are really talking around the problem at hand. What should you release into the market and when? Ultimately you want to ignore buzzwords and focus on the problem. What is the market situation I’m releasing into? Be the first to start the conversation! Trust each other...

5

4 layers « meheleventyone

https://meheleventyone.com/tag/4-layers

Game Development Musings From An Industry Professional. Archives For 4 layers. A Critical Look at The Vanishing of Ethan Carter. October 10, 2014. Mdash; Leave a comment. Spoiler Alert: I’m absolutely going to ruin bits of the game in this post if you care about such things. All the spoilers are below the fold though. I recently spent several hours playing through and thoroughly enjoying The Vanishing of Ethan Carter by The Astronauts. The vanishing of ethan carter. Best use of theme award. The (Bloody A...

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villideveloper.com villideveloper.com

August | 2015 | Villi

https://villideveloper.com/2015/08

All posts for the month August, 2015. Getting a lot of stuff done. On August 27, 2015. Tagged: Indie Game Development. I have a list of about 15 tasks, written in my notebook at home. I have managed to finish 3 of them in the last 3 nights, but I am afraid to bet that all 15 will be finished in the next 15 days. The builder prototype should then be able to create its polygonal items, quick level layouts and have a lot of interesting game mechanics as well that I will utilise. On August 14, 2015. My curre...

villideveloper.com villideveloper.com

Ffffffuuuu | Villi

https://villideveloper.com/2015/06/22/ffffffuuuu

On June 22, 2015. Tagged: Indie Game Development. I realized something as I was running my tests after I had implemented all of my optimization algorithm. My initial optimization and cleanup phase removes some of the internal geometry that the second phase sort of depends on. I should not take long to alter that particular behavior,. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). Notify me of new comments via email.

villideveloper.com villideveloper.com

More native plugins | Villi

https://villideveloper.com/2014/08/20/more-native-plugins/comment-page-1

On August 20, 2014. Tagged: Indie Game Development. The Scintilla plugin I created is starting to work. I needed to convert the parent window into a tool window and basically hide it off screen so that it would render into my bitmap. I love these little challenges and seeing my crazy ideas actually work. I will keep attacking this in the morning and will come back with screenshots to share. Larr; 43rd week. 2 comments on “ More native plugins. August 21, 2014 at 9:09 am. August 21, 2014 at 9:13 am. You a...

villideveloper.com villideveloper.com

146th day | Villi

https://villideveloper.com/2014/03/18/146th-day/comment-page-1

On March 18, 2014. Tagged: Indie Game Development. The suspension of threads and processes and safe termination, requires creating remote threads on windows, where the calling .dll and the target .dlls architecture must match since we are sending them addresses to execute. This is a minor problem which can be easily solved by creating a minor utility proc for each architecture to inject the correct addresses. I will continue to work on this programming interface and get it to behave and run smoothly.

villideveloper.com villideveloper.com

90th day | Villi

https://villideveloper.com/2014/01/20/90th-day/comment-page-1

On January 20, 2014. Tagged: Indie Game Development. After being working on my own for 3 months, I would say that I am quite comfortable with this situation and the tasks that I am dealing with. The game ideas I set out with at the start are nothing similar to what I am actually working on right now. But, I might need to bake the silhouettes into the textures or geometry so that the glaring pixel shader artifacts can be avoided. The biggest memory consumer of modern video games is textures. By far! Leave...

villideveloper.com villideveloper.com

villideveloper | Villi

https://villideveloper.com/author/villideveloper

All posts by villideveloper. On May 16, 2016. Tagged: Indie Game Development. So, about a month ago, I started looking into the possibility of using a simple polygonal cutting system so that I could create more interesting shapes. Instead of just having a brush that completely replaces or removes, I have brushes that add and subtract. A plane based BSP tree using fixed point math. Then it is time to clean up the implementation and hook it up to the rest. On April 18, 2016. I woke up around 5 am this morn...

villideveloper.com villideveloper.com

Programming | Villi

https://villideveloper.com/category/programming

On May 16, 2016. Tagged: Indie Game Development. So, about a month ago, I started looking into the possibility of using a simple polygonal cutting system so that I could create more interesting shapes. Instead of just having a brush that completely replaces or removes, I have brushes that add and subtract. A plane based BSP tree using fixed point math. Then it is time to clean up the implementation and hook it up to the rest. A very interesting set of tools have been procured with this setup. I woke up a...

villideveloper.com villideveloper.com

Work | Villi

https://villideveloper.com/category/work

On May 16, 2016. Tagged: Indie Game Development. So, about a month ago, I started looking into the possibility of using a simple polygonal cutting system so that I could create more interesting shapes. Instead of just having a brush that completely replaces or removes, I have brushes that add and subtract. A plane based BSP tree using fixed point math. Then it is time to clean up the implementation and hook it up to the rest. A very interesting set of tools have been procured with this setup. I woke up a...

villideveloper.com villideveloper.com

Draw calls | Villi

https://villideveloper.com/2015/07/05/draw-calls

On July 5, 2015. Tagged: Indie Game Development. There is another underlying problem with all them cubes, is that they will run your draw call budged through the roof. So, you need to merge the cubes into a fewer mesh items. Maybe using an Octree so that you can spatially sort the cubes and pick a minimum amount of cubes that are being processed as an editable area. Then I am going to add some non-cube shapes to make gradients between the cubes. Larr; Mesh simplification, is done. Enter your comment here.

methedrine.org methedrine.org

Using Google Analytics Measurement Protocol with C++/Qt – A Software Engineering Exercise – Part 5 – Doc Meth. E. Drines Practice

https://methedrine.org/2015/01/24/using-google-analytics-measurement-protocol-with-cqt-a-software-engineering-exercise-part-5

Doc Meth. E. Drines Practice. Homepage of Thomas Dähling – software developer and mountaineer. Using Google Analytics Measurement Protocol with C /Qt A Software Engineering Exercise Part 5. Principle was quite challenging. Using setuptools with the Microsoft Visual C Compiler for Python 2.7. Stop creating all those source code files! One thought on “ Using Google Analytics Measurement Protocol with C /Qt A Software Engineering Exercise Part 5. Here you go, Alex, I’ve hit the publish button. (-:.

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Game Development Musings From An Industry Professional. October 17, 2016. Mdash; Leave a comment. In the end I spent around 16 hours making. And finished in 82nd place out of 402 entries which I’m pretty pleased with! But that is still a big project I won’t complete for the foreseeable future. So I was already motivated to make something smaller in scope. The GBJAM popped up as a good enough answer. You can download and play the result here. Unlike the above image the colliders actually ended up being bo...

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