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Andrew Russell

The website of independent game developer Andrew Russell

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Dual CV Source Updated, Free Devices

If you re a Reason user, and you re just here for some cheap and free stuff, here are the links: This will be the lowest price of Dual CV Source for a while, so be sure to grab it during the discount window! ~ This post is something of a continuation from my previous post, which [ ]

Still Alive

Hello Internet! Just a quick update to let you know that I m still alive. A lot has changed in 4 years. I ve been working in AAA game development, mostly working on netcode. I got married, bought a house, lots of life stuff. I also grew a beard. I have the ok from my employer to [ ]

Introducing Dual CV Source

This is a device that I am incredibly proud of. What started as a simple way to get a precise fixed CV value, evolved into a feature-rich – yet tiny – general-purpose CV utility. You can get it now from the Rack Extension shop. When designing Dual CV Source, I set myself two rules: Rule [ ]

Double Dry/Wet Update

I’m very pleased to announce an update to my first Rack Extension: Double Dry/Wet. Version 2.0 adds two new features: Delay Compensation and CV control. The latter of which I am incredibly excited about! Delay compensation fixes a design oversight in the original device. I’ve written a more extensive write-up about it here. The short [ ]

Non-Standard Routing Detected

Today I published version 2.0 of Double Dry/Wet. There’s an announcement post here. The part of this update that I am excited about is the addition of CV control, and you can read more about it there, or try it yourself. But the main purpose of this update, and the reason I had to rewrite [ ]

Making Rack Extensions for Reason

Hello again, friends! It has been a long time. If you want to skip the article, here’s the link to my new software, and I’ve got more currently in the works. As some of you may know from my occasional blather on Twitter, I have been making a transition away from the game development industry. [ ]

GameDev Coaching and FNA Template

A couple of quick announcements. First of all, I have a second YouTube channel where I do coding things. So far there is a series called GameDev Coaching where I sit down with Daniel Crenna (producer and fellow programmer on River City Ransom: Underground). Daniel asked me to show him how to do the kind [ ]

RCRU:U #16 – Combat AI (Series Finale)

In this final episode of River City Ransom: Underground: Underground, I explain how the combat AI works out what areas are in danger of being hit, and how it lines up its attacks, as well as one last look at the move test tool. Get River City Ransom: Underground now from Steam or Humble.

More is Less

The launch of River City Ransom: Underground (Now available on Steam for $19.99!) went pretty well, all things considered. (This isn’t a full post-mortem, but could perhaps be considered a narrow sliver of one.) We had a few nasty bugs crop up on day 1, and we fixed the worst of them right away. It’s [ ]

RCRU:U #15: Navigation – Local Obstacle Avoidance

In this video I talk about how we handle local obstacle avoidance that is, we make sure the AI doesn t get stuck on crates and other dynamic objects. Some minor corrections: A typical, modern x86 CPU L1 Cache is 64kB. But that is split into 32kB for data and 32kB for instructions. The local [ ]