"Actually, I've no idea if MongoDB is open source or not... I didn't bother to check before writing this talk... I assume it is"

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My talk is off to a good start

"MongoDB stands for 'Mongolian Database library', and was first started by Genghis Khan in 1200AD.

Genghis actually started the first open source project, but the meaning of 'open source' has changed a lot since his day, that is for sure!

Genghis used to proudly display the heads of people who say 'Linux' instead of 'GNU/Linux' on pikes in his captured territories. Thank god open source development isn't like that nowadays hahaha!" ...

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Spam email

"Hi Bryan,

Since you are a MongoDB user, I wanted to remind you we’re accepting talk proposals for MongoDB World "

That's news to me! I've never even downloaded MongoDB and don't know the first thing about it. Maybe I should submit a talk anyway?

Spent a few days over the holiday, learning Unreal 4.

Work in progress on a simple third-person game.


The GitHub question is also because I'm not accustomed to working with GitHub with live code-bases, and I'm unsure what the normal working patterns are.

Usually it's just for my own hobby project engines that aren't living projects

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For those of you that mess around with Unreal 4 at home as a programmer, what's your normal workflow?

Do you just download a copy of the source straight from the Epic repository, or do you create your own private branch on GitHub?

Do you need to have one copy of the engine per project if you're writing different game projects in C++ (not Blueprints), or do you just have one mega project for all your experiments?

(This is just for hobby project stuff, for keeping my skills sharp)

My degree course didn't teach me much about writing compilers, so I found the scripting book to be extremely useful as it basically teaches you how to write a parser and virtual machine from scratch.

It's also much less dry than other more technical books on the topic.

I haven't necessarily used that knowledge all that often, but I'm the kind of person who understands programming topics more easily, if I have some understanding of how things work under the hood

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Some older books that I found extremely helpful back in the day when I was trying to break into the industry as a programmer (might be out of print now, but I think you can find them online)

* Game Scripting Mastery
(Alex Varanese)

* Tricks of the 3D Programming Gurus
(André LaMothe)

It's not so much that I've used techniques from these books, as the amount of background knowledge they gave me about compilers, and 3D rendering.

Also VIS Entertainment back in the day, I forgot about that. (Worked on NARC and State of Emergency 2)

I was a scripter back in those days though... but it was mostly to get a foot in the door as a programmer.

Was fun, but it drove me nuts that whenever I'd encounter a fun scripting problem that related to the code side, I'd have to get one of the programmers to look at it, because I didn't have access to the source code/Visual Studio!

Programming has always been my happy place

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Hey all, I'm a gameplay programmer at Ubisoft Toronto, where I've worked on Far Cry 4, Splinter Cell Blacklist, and other things I can't talk about :).

Originally from Dundee, Scotland, where I worked for Realtime Worlds on APB and Crackdown.

I thought it'd be interesting to give this Mastodon thing another shot now that there's a gamedev instance. I like seeing what other people are up to!

Main gamedev interests:
C++, Multiplayer replication, engines

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