If you are terminally online like me (and a programmer) you’ve probably seen some form of Rust evangelism on the web. It’s a bit of meme, but one of the main arguments underpinning Rust is this: Programs that are written in C and C++ have many recorded security vunerabilities. This is because C (I’m saying […]
What if I posed you the question: “If a tree falls in a forest does it make a sound?” If you answered “yes” or “no” what assumption are you operating under? To put it plainly, your axiom is: “You can know the state of a system without measuring it”. “No, that’s not what I assumed” […]
Current software businesses are run like a conventional multi threaded program. Ideally, a project is split into sub-tasks by a manager, where it isassigned to a series of workers (threads) based on each workers own profiency. Workers may synchronise with other workers daily to clear a block. Managers wait for all threads to finish before […]
There is a growing and deep seated irony at the core of software engineering. It goes something like this: “The people most attracted to the discipline are the people who tend to be the worst at it.” At face value it doesn’t seem as though this can be true. How can the people with the […]
Took a break from writing my game. Too stressful. Instead I decided to take my loading and saving code, and refine it. It was overdue a refactor anyway. One of the issues with the original code was error reporting. So some context (pun intended). I save and load data to a very simple text file […]
I was bored so wrote a contiguous queue in C++ ( https://github.com/Tednesday/cpp-contiguous-circular-queue ). These are my thoughts from that exercise. INTRO I’ve written a lot of data structures before, but I’ve never written one that is “idiomatic”. After doing it, I’m left with the question, is it actually feasible to do any of this correctly? […]
Play Spatium Here: https://tednesday.itch.io/spatium Recently I submitted a game to the 4MB Game Jam. The rules of the jam were that the game, its binaries and all its resources, had to be less than 4 megabytes in total. And the jammies has exactly one month to pull this off. The purpose of the jam was […]
I decided to extract a slice from my ongoing game engine. The goal with this was to have dynamic, smooth, voxel planets that fit nicely in memory. The big problem with voxels is that they tend to use too much memory. As you increase the radius of the playable area linearly the size in memory […]
Wayfarers was a return to Unity. Personally I would prefer to work with my own stuff but game jams are harder to do that way (particularly in a team). There was a team of three of us this time. The biggest I’d been in. Personally, I wanted to make something that was a good contender […]
Slave: Unchained was another Ludum Dare game jam entry. This time I moved away from Unity and used my custom engine. I worked alongside my trusted Estonian artist and we got to work. This was really a test of the current engine I had. Having a 48 hour time window basically revealed to me everything […]