A basic blog

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  • Bicycle accident

    Flying down the sidewalk. That’s how it felt. Caley and I were riding our bikes but it felt like flying. We were returning home for supper. Caley is 6 years old, I’m 9.

    Everything is about to go wrong.

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  • Task management is everyone's job

    Game development has been following a large spiral of hyper specialization for the last twenty years. Every now and again we have had a push to get out of this specialization but it’s never maintained momentum.

    These pushes seem to be timed with console lifetimes, but that might be an observational bias.

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  • Making programmer interfaces more designer friendly

    One thing that I’ve noticed about game development interface is that we have two distinct types, Text and GUI. I’ve seen interfaces built with both and they work quite well. Why do we not build more systems with blended interfaces?

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  • Development dinos

    Game development is on a new tipping point. Some people think it’s about social gaming. Some people think it’s about the Console vs. PC war. Some people think it’s about high salaries. But it’s not, we can’t execute, we are large and slow. We are dinosaurs.

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  • Website changed to use hyde.

    I’ve converted my site to be statically generated from sources using Hyde. It will under go other changes in the near future as well.

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  • If only they had a space in Vancouver

    http://nerdfort.com/ seems like the kind of place I would work in.

    Wonder if we could build something like this for indie developers in Vancouver? It would make getting signed with XBLA or PubFund much easier (I think).

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  • Through failure to success

    I was reminded of a thought by this article, Before success comes the courage to fail. I agree with the sentiment.

    This lead me back to The Passionate Programmer, in chapter 25 “How Much are you worth” Chad suggests you take stock of how much money you make and compare that to a prospective ROI for your employer. It’s a powerful exercise.

    Put the two together and you get a problem, you need to be either so good you don’t make mistakes or so amazing that every success is a block buster. But another way to think about it is you need to average out better; do your successes outweigh your failures?

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  • Blender hurt by scammers 3DMagix and IllusionMage

    I’d like to help draw attention to a problem that is getting larger for the Blender crew. Some people are basically repackaging Blender (a 3D editor) for resale (no problem) but without respecting the terms of the license :no:. This hurts Blenders rep, and can turn people off of future work. Please take a look at the Blender article: 3DMagix, 3DMagixPro, IllusionMage, scam

    The Blender guys work hard, they deserve kudos for what they do.

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  • self-important masturbatory Java bullshit

    Interesting (yet verbose) article on how Java programmers get caught up in all the wrong things. He uses a simple example, factorial, to show how poor understanding of the problem domain leads to all sorts of problems.

    I don’t think that Java developers are the only ones who fall prey to this problem. I’ve encountered similar layer explosions in game development.

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  • Bad company 2 hack

    While I applaud the work, and like the visualization techniques, this is an example of the weeknesses in PC FPSs, why they normally don’t live long. Of course with recent cracks it may be possible to move this onto consoles as well.

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  • New resume format

    I normally keep my resume in HTML format on a link that I only give out by direct email. The HTML format is nice but I thought it might be good to have a printable format. Having found a pure dislike for the standard full page resume format I decided to try a two column format in Latex. It’s all very geeky :)

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  • Unemployment day

    On January 19th it was announced that Disney would be shuttering Propaganda Games. As the Lead Core Engineer on the Tron team (and on the demo projects) this left me without a job. I’ve only been with the company for a little over a year, but in that time I got to know many people, some of whom had been with the company from the start. This was a hard day for everyone involved.

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  • Romeo

    romeo

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  • The truth -- shall set you free

    Great mix of audio & video. Now if we could only see this imagery with the rest of the fear-mongering.

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  • Programming challenges

    It’s an old challenge, but still a good one. Python Challenge let’s you try out many different language and library level features of Python while quietly driving you forward. Think of it like a really complex Sudoku.

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  • MIGS2008

    Just got back from the [MISG2008 conference]{http://www.sijm.ca/2008/en} where I gave a discussion of SCons uses for game development. We have been using SCons at Slant Six Games for our data build solution. We used it for SOCOM:Confrontation and we plan to use it for more in the future.

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  • gplt source

    After a request I’ve made the source to the presentation (which I promised, oh so long ago) available.

    http://deangiberson.com/media/blogs/voidptr/gplt/gplt.zip

    This is the code I used in the demo. I’ve made some changes in my current branch but it’s not ready for prime time. I’ll be making a Mercurial repo soon.

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  • Lispvan and simple game development

    I recently gave a talk at lispvan about using PLT scheme for game development. You can grab the videos from Bill Clementson’s blog http://bc.tech.coop/blog/080620.html. The audio is a little dirty, but that’s what happens when you go to a bar to talk with friends. I’d like thank everyone at lispvan for putting up with my mad ramblings.

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  • 'catch'ing Maya script errors.

    Recently I’ve come across a problem with using Maya for our pipeline development; in some cases (especially with 3rd party MLL’s) a script that must be run from a mayabatch call will fail without causing an exception, and Maya fails to give a non-zero return when called from mayabatch.

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