Over the years I find that instead of the oft repeated "break big functions into small ones", I'm writing very large functions and writing long comments throughout that describe what (and why) is going on. (this is when there's a lot of logic that is never needed elsewhere)
I'm then wrapping logic blocks in braces so I hide the parts of the function I don't need for readability.
Anyone else doing this? It feels like it's easier to read, but I'm wondering if there's a good argument against it.
Posted some GBA dev tutorials on reddit in April, and since then, I rearranged some of my website so the links broke (some time in October).
Had multiple people send me messages asking for the new links.
1. It looks like there's a healthy contingent of people who's new year's resolutions involved GBA dev, which is cool.
2. There's a link on the front page of my website to GBA tutorials... it would literally be less work just to go to my site and click it than it is to send me a message.
The human race survived the dark ages. Pretty sure we will recover and adapt in the long run.
So it's New Years! Which means it's time to set some new #2018Goals
I had good luck last year making my goals be new habits that I wanted to stick to (I actually stuck to them!),
So my new habits for this year are:
1. Read technical books during my commute, instead of wasting time on reddit
2. Set aside time twice a week to focus on learning new math concepts.
3. Get to the climbing gym 5 times a month
Anyone else doing the whole new years resolution thing?
I love write-ups like this:
How Shadow of Mordor Renders a Frame: http://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/
How are folks handling art pipelines in UE4 (or at least, the "artist set up levels / data -> game ingestible data step of the pipeline).
I've got a franken-system that generates optimized umaps / materials from artist defined input, which seems less than ideal, but it feels far more flexible (and easier to debug) than extending the cooker (also lets us play the "cooked" content in editor)
The narrative of “AAA or nothing” is not only a crude misunderstanding (often mixed with some sunk cost - for lack of a better term), but also needlessly puts undue pressure on people who might not function well in such environments.
Such people are generally labelled “humans” - AAA isn’t exactly known for its awesome HR.
Kinda took the offset there and ran off somewhere else with it, but meh ;)
I've spent the past few days figuring out how to write a device-memory allocator for vulkan that doesn't need individual vkDeviceMemorys for each buffer that I'm using.
I ended up getting something working (albeit nothing production quality), but I wrote about it here: http://kylehalladay.com/blog/tutorial/2017/12/13/Custom-Allocators-Vulkan.html
Would be interesting to see sales numbers for all these PC ports coming to iOS. (The Witness, Life Is Strange, Inside, etc)
I'd like to think that it means the mobile market's appetite for these types of experience (read: not "mobile" games) is growing, but day to day in the mobile games space it often feels like the opposite is true.
I spent the first two years of my career split between doing general ios app development, and AR Unity work.
This was pre storyboards, pre module import, pre swift. I remember when ARC was first released and having to migrate projects to use it.
I just opened up XCode and hit the new app button (to start learning Metal), and holy cow everything is different.
https://deplinenoise.files.wordpress.com/2017/09/fredriksson_cedec_2017_final.pdf "More Performance, More Gameplay" by
My favourite part of the day is the early morning hours (well, 5:30-7) when I get to work on my own projects and drink espresso.
Having no deadline, or any commercial expectations for what I'm building on my own really lets me embrace the "every problem is a learning opportunity" mindset. Whether that's a bug I wrote, or software that isn't working right.
If only people would pay me to work on what I wanted to work on, with no deadlines....
@khalladay The underlying problem is people treating tools as gospel.
Obviously that attitude just demonstrates their complete misunderstanding of the problem.
I make graphics tech for mobile games, and dabble in engine dev as needed. Shared pointers must die. Random tutorials and thoughts @ http://kylehalladay.com
Game development! Discussions about game development and related fields, and/or by game developers and related professions.