Neil Gower's Expert Blogs
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.
The beginnings of a recommended reading list for programmers, fortified with member contributions.
"Free to play" Battlefield Heroes inspires some thoughts about the impact of in-game spending on game design.
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.
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?
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.
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...
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.
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.
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...
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