Herman Tulleken's Blog
I worked as a game programmer for several years, before co-founding Gamelogic, where we develop software and tools for game developers. To my delight I still get to make many games, although they are a bit smaller now.
In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games.
In this post I describe some of the issues we encountered when we ported our C# Unity plugin to GameMaker, how we overcame the limitations of GameMaker's language, and what insight we gained into our design because of it.
It's Gamelogic's birthday, and in this post I list some things I did not know about the art and business of making game development tools when we started.
This post gives programming tips for making games fast, usually in a fixed time frame: how to plan and focus, strategies for dealing with tricky code, ways to get unstuck, and what you can do between prototyping projects to get better at it.
Herman Tulleken's Comments
[Blog - 09/12/2014 - 08:44]
[Blog - 01/19/2014 - 01:44]
Yes, it is indeed true. ...
Yes, it is indeed true. I have seen other advice that recommends to prototype using tech that cannot be used for production Lisp :P to avoid this issue, but that too comes at a price since many programmers are way faster in their everyday production tech-environment . r n r ...