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programming

ASCDUNGEON: a postmortem
2 months ago

ASCDUNGEON: a postmortem

So, I wrote this article/postmortem about the creative process and the cool and not-so-cool stuff I got involved with on my project. For all the time I’ve spent on coding, designin levels, making ANSI and other small development details for ASCDungeon, I managed to crawl all the way back up with some good experiences.
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Becoming a Programmer: The Tools that Shape Our Game Making skills
2 months ago

Becoming a Programmer: The Tools that Shape Our Game Making skills

They say a tool is only as good as its wielder. This is mostly true regarding any art form or other creative profession in a sense, but I think it dismisses …
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INFINITE SCENE IN A SPACE COMBAT SIMULATOR
5 months ago

INFINITE SCENE IN A SPACE COMBAT SIMULATOR

One of the problems in this kind of games’ development, where you have big explorable maps, is the limitation of these coordinates and therefore the resulting approximation when you go beyond these limit values (high or low).This numbers’limit is an obstacle in every programming language and in every engine.
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Backward Compatibility in Game Production: A Small Studio View
5 months ago

Backward Compatibility in Game Production: A Small Studio View

All the talk about old systems got me thinking about backward compatibility. How do we as developers handle the issue of backward compatibility? What are the factors that go into making the decisions that so many players both praise and lament, and ultimately lead to such statements as, ‘that game is too new for my hardware’, or ‘now I can (or, now I need to) upgrade my machine’?
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