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Neil Gower's Expert Blogs
Make Your Bed, Eat Your Veggies, and Comment Your Code  |
| Posted by Neil Gower on Fri, 17 Jul 2009 05:35:00 EDT in
Programming
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| Sure, we all know we're supposed to include comments with the code we write, but how often do you leave documentation as a chore for the end of development? Here are some tips for making commenting code a little easier. |
| Read More... | 8 Comments |
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Game Programmer Books: General Programming |
| Posted by Neil Gower on Wed, 08 Jul 2009 03:10:00 EDT in
Programming
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| The beginnings of a recommended reading list for programmers, fortified with member contributions. |
| Read More... | 7 Comments |
What Does It Cost To Play For Free?  |
| Posted by Neil Gower on Tue, 30 Jun 2009 01:10:00 EDT in
Game Design
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| "Free to play" Battlefield Heroes inspires some thoughts about the impact of in-game spending on game design. |
| Read More... | 10 Comments |
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Virtualization: It's Faster Than You Think. |
| Posted by Neil Gower on Tue, 23 Jun 2009 09:00:00 EDT in
Programming
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| Virtualization is a hot trend in the general computing and IT worlds, but hasn't seen much action in game development. Let's take a look at the performance of a modern virtualization solution to see if VMs really are too slow for game developers. |
| Read More... | 0 Comments |
Street Fighter Vs. Soul Calibur - The Showdown  |
| Posted by Neil Gower on Thu, 11 Jun 2009 10:50:00 EDT in
Game Design
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| Soul Calibur 4 was the office favourite, but looming on the horizon was Street Fighter 4 - maybe the most anticipated fighting game release ever. So which one is actually better? |
| Read More... | 5 Comments |
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The taste of TOJam |
| Posted by Neil Gower on Wed, 03 Jun 2009 12:17:00 EDT in
Audio,
Game Design,
Programming,
Visual Art
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| I've worked in games and entertainment for years, but in the back of my mind I always envied indie projects. This year, I finally stopped thinking about it and jumped in to TOJam #4. |
| Read More... | 0 Comments |
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Is "unity" too few clicks to ask for? |
| Posted by Neil Gower on Mon, 06 Apr 2009 01:55:00 EDT in
Game Design,
Programming
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| Dave Perry recently commented that a major advantage of Gaikai over OnLive is it does not require a download. Tonight I finally got around to trying out Unity3d, which faces a similar obstacle. My impressions of the download barrier... |
| Read More... | 6 Comments |
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A story about shaders, Part IV |
| Posted by Neil Gower on Fri, 03 Apr 2009 01:05:00 EDT in
Programming,
Production,
Visual Art
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| The final chapter of this epic saga about shader creation work flow. Time conspires against us, as always, but there are a few tricks that can help avoid an unnecessary crunch. |
| Read More... | 1 Comments |
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A story about shaders, Part III |
| Posted by Neil Gower on Thu, 26 Mar 2009 05:50:00 EDT in
Programming,
Production,
Visual Art
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| Even with fancy shader builder GUIs, we can't completely ditch the programmers from the shader creation process. Now explore what's involved in sharing the work between programmers and artists in the artist-driven paradigm. |
| Read More... | 2 Comments |
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A story about shaders, Part II |
| Posted by Neil Gower on Tue, 17 Mar 2009 05:17:00 EDT in
Programming,
Production,
Visual Art
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| When we left off yesterday, artists were at last able to create shaders without having to learn any programming. It seemed like a new age of enlightenment, but was everything really happy in the mushroom kingdom? The story continues... |
| Read More... | 0 Comments |
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