Simon Jackson has been a tinkerer, engineer, problem solver, and solution gatherer ever since his early years. In short, he loves to break things apart, figure out how they work, and them put them back together; usually better than before.
Check out more about me, my details plus forums on my books on my blog at:
He started way back when with his first computer, the Commodore Vic20. It was simple, used a tape deck, and forced you to write programs in basic or assembly language; they were fun times. From there, he progressed through the ZX Spectrum +2 and the joyous days of modern graphics, but still with the 30 minutes load times from a trusty tape deck. Games were his passion even then, which led to many requests for another gaming machine, but Santa brought him an Amstrad 1640, his first PC. From there, his tinkering and building exploded, and that machine ended up being a huge monstrosity with so many add-ons and tweaked fixes. He was Frankenstein, and this PC became his own personal monster crafted from so many parts. Good times.
This passion led him down many paths, and he learned to help educate others on the tips and tricks he learned along the way; these skills have equipped him well for the future.
Today, he would class himself as a game development generalist. He works with many different frameworks, each time digging down, ripping them apart, and then showing whoever would listen through his blog, videos, and speaking events on how to build awesome frameworks and titles. This has been throughout many generations of C++, MDX, XNA (what a breath of fresh air that was), MonoGame, Unity3D, The Sunburn Gaming Engine, HTML, and a bunch of other proprietary frameworks--he did them all. This gives a very balanced view of how to build and manage many different types of multi-platform titles.
He didn't stop there as he regularly contributed to the MonoGame project, adding new features and samples, and publishing it on NuGet. He also has several of his own open source projects and actively seeks any new and interesting ones to help with.
A Microsoft MVP for the Xbox and Windows programs, as well as an ID developer. He's always looking to help devs enter the wonderful world of ID and get published!
By day, he is a lowly lead technical architect working in the healthcare industry seeking to improve patients' health and care through better software (a challenge to be sure). By night, he truly soars! Building, tinkering, and educating while trying to push game titles of his own. One day they will pay the bills, but until then, he still leads a double life.
As a developer, I shed my cloak and put on the shoes of the consumer to review and walk-through the first experiences with the new Windows 10 Mixed Reality device and a review of what is to come!
With the Dream Build Play competition in full swing, it came to light that a bug had developed with the Visual Studio Tools for Unity (VSTU) when building Universal Windows Projects (UWP) which is critically needed for Competition entries. Let's fix that!
Following lots of queries and questions from devs entering DBP2017, their hopes, their dreams and concerns about finishing. Here's a little front end advice for what you actually should be aiming for with your submission.
Hopefully it eases some concerns
Dream Build Play has begun and it's time to start coding. Don't forget to let people know who you are and what you are building or have built before to grow your following.
Here's a few tips and tricks to get started in the competition!
Knowing who can help or who you can help is just as important as building your own project with Dream Build Play. Follow some simple tips to maximise your potential in the project or look for other like minds who can help you realise your dream.
When building XML for games using MonoGame, you can do it manually at runtime if you wish. However, it's better to pre-produce and validate the XML through the Content Pipeline and enable asset creators to work independently from your game safely
[Blog - 02/14/2017 - 09:33]
[Blog - 05/02/2016 - 08:44]
There has been a lot ...
There has been a lot of controversial regarding UWP support with Unreal following Tim 's statement but their roadmap does indicate it will support it soon . But a fair point and I 'll update to state that.
[Blog - 04/18/2016 - 11:36]
What you turn off are ...
What you turn off are the personal assistant aspects, so she doesnt invade your life although your really missing out r nIt doesn 't turn off the framework speech capabilities that Cortana also provides, so these features are always avaiable. r n r nGranted if they have uninstalled the speech ...
[Blog - 01/25/2016 - 02:01]
[Blog - 02/12/2014 - 09:07]
I 've had that a ...
I 've had that a few times with the editor. Best to check the article after it 's published / updated. r nSometimes the editor loses things especially images
[News - 10/31/2014 - 03:45]
Had a similar thought for ...
Had a similar thought for Byron Atkinson Jones @xiotex for his upcoming title Caretaker, he snagged non-other than David Hewlett from Stargate / Atlantis fame Some devs are just lucky I guess. r nhttp://caretaker-game.com/