I have held on publishing this article for over two months. I wrote it on a toilet seat in a Long Island hotel. But recently, the Star Citizen forums re-elected their founder, leader, and dictator-for-life Chris Roberts, because of this awesome blog post about why consoles suck. He’s awesome, so I had to come back and hit the publish button. The article features a too-long introduction comparing Sony and Microsoft to Apple more, but it isn’t really about my phone (there’s a link to skip the phone crap). Please Continue Reading
My posts don’t have dates, but if they did there would be a six week gap between this and the last one. In that time I have accomplished…less than six weeks worth of stuff. Lots of real-life stuff went on, mostly good. But don’t forget laziness! There’s always that. But seriously…lots of stuff.
In honor of my completed(ish) wordpress plugin to hide off-topic garbage, I offer you this irrationally titled post. I have a variety of short topics to cover, so finding something appropriate was harder than recalling the week-old dubstep joke. If I had a twitter account, I could have posted it there and been done. Alas. On to the awesome demonstration! More links…pro stuff.
P.S. No progress on my site feature things, except in my head. But I’ve been recording some extra data with my posts, so there will be something to populate there. And I know how to implement that tangential ranting idea. So…soon.
I had some breakthrough moments. After many nights of staring at diagrams like this:
…I was finally able to create a realistic response to impulses at an arbitrary location. I guess an engineering degree is useful for more than linear algebra. Realizing that you are deriving the parallel axis theorem the hard way falls into that group. Anyway!
Like that title? Google hits, here we come. It’s not meant to be misleading, but it may not be what a person would want to find on www.google.com. Nobody will learn how to program by reading this article.
No, I’m writing to help myself hash out the fundamental pieces of the physics I want to implement. I’ve written before about the features I need. It is my opinion that there is not a pre-made physics system which will provide those features. Even if there was, I would miss out on that understanding that only comes from trying and failing. For reference, here’s that short set of features: Continue reading
Today’s topic is about productivity. Again. It’s a topic I will return to often, as this blog is, remains, probably forever will be, about how to make myself a game maker. I hope to cross a boundary where it will become about dev itself, but I have no idea when that will happen. So today I’ll write about the part of that attempt where I try to make headway. Click for more writing about games instead of making them.
Hey folks, very little game making progress this week. But I made lots of progress on playing a game that was made out of a website! You contribute to community of helpful information, and then you get points! It’s like every other game where you shoot hordes of zombies in the head, except instead its hordes of people asking each other how to make games, and you shoot them full of answers. Anyway, I managed to grind my way up to 4 digits worth of those points. Voila!
Also, stack exchange is more gratifying than killing zombies, because people actually benefit from your posts. And only helpful posts get points. And helping others is fun.
I don’t want to imply that I have made no progress on my game. I have attempted to implement 2D physics in a quick and dirty way, and I’ve realized that I require a custom 2D system (XNA’s SpriteBatch won’t cut it). I also got into a good argument with a coworker about whether or not to roll my own 2D physics. I’m not sure I convinced him. But I have still convinced myself, reaffirming that I need non-convex and deform-able shapes. I’m not going to get that in a free library.
Except maybe Havok’s new free framework…