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Robert Basler's Blog

 

I'm a game programmer and entrepreneur developing a massively multiplayer online game: The Imperial Realm::Miranda. Next project I'll pick something really difficult.  Development Blog at The One Man MMO Project.

 

Member Blogs

Posted by Robert Basler on Thu, 08 Oct 2015 01:39:00 EDT in Programming, Indie
There is nothing like trying to get software running in an environment that is actively screwing with it. How antivirus false positives can mess up your game.


Posted by Robert Basler on Wed, 09 Sep 2015 03:27:00 EDT in Programming, Indie
I've been programming for 34 years now. I have never had something like this happen before.


Posted by Robert Basler on Tue, 14 Apr 2015 01:49:00 EDT in Programming, Production, Indie
When I started developing The Imperial Realm :: Miranda, Content Delivery Networks (CDNs) were big and fancy and expensive and only used by giant megacorps, so I never imagined I'd be able to afford to use one.


Posted by Robert Basler on Tue, 27 May 2014 06:22:00 EDT in Business/Marketing
Canada's new CASL law has big implications for game developers anywhere in the world.


Posted by Robert Basler on Fri, 22 Nov 2013 04:53:00 EST in Programming, Console/PC, Indie
There are a wide variety of methods and terminology used in articles on normal mapping which makes it a very confusing topic for non-math-lovers like myself. I'm going to explain three methods for normal mapping for the mathematically uninclined.


Posted by Robert Basler on Mon, 26 Aug 2013 01:45:00 EDT in
Game companies are wasting players' fun time with optimizing, patching, bugs and horrible misfeatures. There's no excuse not to do better!



Robert Basler's Comments

Comment In: [Blog - 09/15/2016 - 10:26]

No Man 's Sky was ...

No Man 's Sky was an attempt at releasing an Indie game at full retail, and we can agree that it definitely didn 't work. r n r nNo. While there are lots of unhappy people, NMS is the second highest selling game at RETAIL this month. The criteria for ...

Comment In: [Blog - 06/20/2016 - 05:26]

I 've reached out to ...

I 've reached out to distribution partners inquiring about the amounts of chargebacks happening, and it 's killing some of them. r n r n There 's no real way to know which keys leaked or not r n r nCredit card companies are very clear about which transactions have ...

Comment In: [News - 04/11/2016 - 07:24]

We gamedevs aren 't pushing ...

We gamedevs aren 't pushing PC 's like we used to. This week I upgraded a 7 year old Core i7 with a 2 year old video card and an SSD. Now my games all run on Ultra settings and the CPU gauge says 40 .

Comment In: [Blog - 01/04/2016 - 01:31]

If you look at classic ...

If you look at classic RTS ' like Homeworld or Red Alert 2, execution speed and accuracy were not their defining features. These games were rarely frantic. Generally that happened only when something went wrong, but for the most part you had time to plan, develop the force you wanted, ...

Comment In: [Blog - 11/24/2015 - 06:26]

Another great article, thank you. ...

Another great article, thank you. Something I 've really come to appreciate is how much player agency there was in the older C C games. Every unit had one or more unique features that the player could use to their advantage and there were a LOT of units.

Comment In: [Blog - 11/04/2015 - 08:58]

If you 're writing allocators, ...

If you 're writing allocators, make sure you benchmark them against malloc/new. Malloc is highly optimized and surprisingly fast for most use cases. I 've seen quite a few 'fast ' memory allocators in games that were in fact slower than malloc. r n r nMy best reasons for making ...