Code

  • Marbling It Up

    @MarbleItUp has gone public. We will be launching soon on Switch. I wanted to talk a little bit about the game and how it came to be… and share some sweet GIFs (in high framerate black and white for download size reasons). Just over a year ago, Mark Frohnmayer came to me with a proposal –…

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    Marbling It Up
  • Code Caving

    https://twitter.com/AngryMooseZA/status/638232075649347584 https://twitter.com/AngryMooseZA/status/638233684982779904 Lately, we’ve been doing a lot of code caving at The Engine Co. Expert code explorers, like Fabien Sanglard, have an amazing ability to take very complex codebases and understand their core concepts. They can extend them and make them turn all kinds of tricks. While you shouldn’t miss Fabien’s analysis of Quake 3,…

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    Code Caving
  • Flatten Your Conditionals!

    Deep nesting is a pet peeve of mine. I’m going to show you what deeply nested code is and discuss some strategies for keeping things tidy. It’s my opinion that deep nesting is a sign of sloppy code. You know, code like this (with my condolences to the author): This code is hard to understand.…

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  • Some Thoughts on Build Systems

    Note: You might also want to read Some Thoughts on Build Servers, which discusses software packages for running automated builds on a shared server. The hardest part of software development is often the road from code in a repo to an artifact in the user’s hands. There are a million ways you can ruin yourself…

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  • PushButton Labs Profiler

    Do you want your Flash content to perform well? Have you struggled with the tools built into Flash Builder? Well, if all you want is a basic functioning profiler, let me introduce the PBLabs Profiler! It shows you where your time is going: It’s available under the GPL with source and binaries on GitHub. You…

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  • I Wrote A Book: Video Game Optimization

    More precisely, Eric Preisz and I wrote a book! The book is called Video Game Optimization, and it covers everything you need to know to get maximum performance from any software project – but especially games. If you’re struggling with getting a great framerate out of your game, I highly recommend checking it out. 😉…

  • 3D in Flash 10 & Git

    I spent a little time with Flash 10’s 3d features recently. Since Flash 10.1 is imminent and FP10 has been at 90%+ penetration for a while now, it’s probably safe to start looking at using FP10 stuff in my projects. 🙂 I also used this as an opportunity to try out git. It was easy…

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  • Adobe, Please Buy HaXe.

    If you’re in the Flash space, you’ve probably seen a lot of coverage of HaXe lately. HaXe targets Flash 9 and 10, as well as JavaScript, PHP, NekoVM, and most recently C++. You can write code once and easily retarget it to different platforms, which is very exciting. This has been used to good effect…

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  • Technical Notes on O3D

    Google released O3D, a web plugin for 3d rendering, today. It’s a pretty sweet piece of work. Definitely check it out if you have any interest in 3d rendering, the web, or JavaScript. There are a couple of cool pieces to this puzzle, and I wanted to call them out to other people who might…

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  • Tweaking your game with Google Spreadsheets

    Our latest game, Grunts: Skirmish, has 200 tweakable parameters. There are 9 player units with three levels of upgrade, and another 9 enemy units. Each unit has between three and ten parameters that can be altered. We tried a few approaches – hand-editing a large XML file (but it was too large and spread out)…