Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Bram Stolk's Blog

 

Bram is an INDIEvidual with a life long interest in programming. He started out in 1982 on his ZX Spectrum. Bram is the sole author of the hit game The Little Crane That Could. This title has seen over 11M downloads to date.

 

Member Blogs

Posted by Bram Stolk on Fri, 02 Mar 2018 09:32:00 EST in Programming, Smartphone/Tablet
Apple's latest generation iPad Pro devices have been available for some time now. They come with what Apple calls ProMotion technology. But really, it's just what game developers call 120Hz display refresh. Once implemented, games run ever so smooth.


Posted by Bram Stolk on Fri, 08 Apr 2016 01:44:00 EDT in Programming
Choosing the time step to use for your simulation is far from trivial. There are many ways to get this wrong. Gaffer on Games wrote the seminal article on how to fix your time step. Here I present an alternative method with many advantages.


Posted by Bram Stolk on Thu, 10 Jul 2014 12:39:00 EDT in Programming, Console/PC, Indie
If your game takes a long time to build, you are simply doing it wrong. You've most likely created a big ball of mud. The remedy is simple: don't include header files in header files.


Posted by Bram Stolk on Wed, 15 May 2013 06:36:00 EDT in Design, Indie
When a game developer gets surprised by his own creation, it is often the A.I. doing things that the developer did not see coming. When this happens, we call it Emergent Behaviour. Other surprises will come from flesh-and-blood opponents though.


Posted by Bram Stolk on Sat, 23 Feb 2013 04:40:00 EST in Programming, Indie
Be careful how you match up the participants in an online game session, or: why 300,000km/sec is sometimes slow.



Bram Stolk's Comments

Comment In: [News - 04/05/2018 - 11:39]

Better label for that graph: ...

Better label for that graph: App Store Size Throughout the Years.

Comment In: [Blog - 01/29/2018 - 10:10]

Awesome article. I will implement ...

Awesome article. I will implement this in my engine r n r nIn your article code you have a 0.07s delay, which is 14 characters per second or so. r n r nBut in your git, you have charsPerSecond set to 30, which is double that

Comment In: [News - 08/24/2012 - 10:19]

I love this chrome://tracing stuff. ...

I love this chrome://tracing stuff. Thanks for sharing r nI wrote an inline profiler that uses it for visualizing the results: r nhttps://github.com/stolk/ThreadTracer

Comment In: [Blog - 04/04/2017 - 09:48]

It s common knowledge that ...

It s common knowledge that you have to record and analyze all player actions in a game from the earliest stages of its life. r n r nDo you ask the user 's permission for this r n Per Apple 's requirements r n r nHow many decline

Comment In: [Blog - 03/23/2017 - 06:14]

Elder Scrolls Morrowind did this ...

Elder Scrolls Morrowind did this pretty well... r nA lot of walking, but with dangers and opportunities on your path. r nAnd if you really got bored of it, you could get transport from a Stilt Rider. r nExcellent system

Comment In: [Blog - 04/27/2016 - 11:30]

What, no reference to Goal ...

What, no reference to Goal Oriented Action Planning r nIt has all the desirabilities that you seek: r n r nSimple to design, easy to extend, better quality, and most of all: emergent bahaviour. r n r nCan 't go wrong with GOAP. r n r nBram