shashclp.blogspot.com
Historias de un coder: Puños fuera!
http://shashclp.blogspot.com/2009/08/punos-fuera.html
Historias de un coder. Thursday, August 06, 2009. Cuando era pequeño, solíamos ir, con mis padres y los compañeros del club excursionista, bastante de camping. Allí, casi siempre que comíamos se hacia en comunidad, se compartía la comida con todos, y nadie abusaba comiéndoselo todo ni nada parecido. Y porque cuento todo este rollo personal, cuando os importa un pepino? Otopoto / Collapse and Gatitos (versión. Otopoto / Collapse and Gatitos (código fuente). Subscribe to: Post Comments (Atom).
shashclp.blogspot.com
Historias de un coder: July 2009
http://shashclp.blogspot.com/2009_07_01_archive.html
Historias de un coder. Sunday, July 26, 2009. Pues eso, hemos terminado una nueva 4k. Las criticas no han sido buenas, y quedamos segundos. Ademas, para añadirle insulto, es la 4k a la que posiblemente he dedicado mas tiempo. Vaya, un fiasco, no? No creáis. Voy a contar porqué. Decidí dejar de producir hasta que no pusiera todo mi empeño en una producción. Hace algo menos de un año empecé con la versión final de la Let yourself go. Y aunque el resultado de la otopoto. No mucho mas que comentar al respect...
shashclp.blogspot.com
Historias de un coder: Port de la mayhem a Windows (1/2)
http://shashclp.blogspot.com/2005/12/port-de-la-mayhem-windows-12.html
Historias de un coder. Friday, December 02, 2005. Port de la mayhem a Windows (1/2). De vez en cuando, me gusta volver a los "origenes" y pelearme con pixels, ensamblador y codigo de bajo nivel, para recordar como antes todo era mucho mas simple. Voy a intentar explicar en un estilo parecido a un diario, como se desarrollo:. Domingo, 20 de Noviembre del 2005. Me preocupo de ponerme en contacto con los coders de Incognita, para ver si me pueden pasar el codigo original. Lunes, 21 de Noviembre de 2005.
shashclp.blogspot.com
Historias de un coder: September 2009
http://shashclp.blogspot.com/2009_09_01_archive.html
Historias de un coder. Thursday, September 24, 2009. Hoy toca una de batallitas, estaba viendo demos viejas para recordar tiempos pasados, y he decidido empezar un post sobre tonterías de prods antiguas de Collapse que relativamente poca gente sabe. Allá vamos:. Pre-deadline, quedamos en mi piso de Barcelona, cosa que por la época hacíamos mucho para preparar prods. Madgoblin recordará seguramente cierta anécdota del fin de semana anterior a la party :P. Después de la desastrosa. Con esta prod empieza la...
digestingduck.blogspot.com
Digesting Duck: October 2011
http://digestingduck.blogspot.com/2011_10_01_archive.html
Blog about game AI and prototyping. Sunday, October 23, 2011. I've been picking on path replanning again. It is interestingly annoying problem. I have currently settled on following idea to make it somewhat manageable. At the core of the problem is movement request. Movement request tells the crowd/movement system that a higher level logic would like an agent to move to a specific location. This call happens asynchronously. If a disturbance is found during the following, the movement system will do a sma...
digestingduck.blogspot.com
Digesting Duck: Ludum Dare 23
http://digestingduck.blogspot.com/2012/04/ludum-dare-23.html
Blog about game AI and prototyping. Tuesday, April 24, 2012. Last weekend I took part in Ludum Dare. Game development compo. I've been jealous to Jetro. For a long time because he always manages to make something great in these compos. So I took the time and bit the bullet myself. The game I made for the compo is called Gingerbread Kingdom. It is kind of a mix between Carcassonne, Tower Defence and Rampart. As I went on I kept on making it smaller and smaller, until at very end I removed vertical scrolli...
digestingduck.blogspot.com
Digesting Duck: April 2012
http://digestingduck.blogspot.com/2012_04_01_archive.html
Blog about game AI and prototyping. Tuesday, April 24, 2012. Last weekend I took part in Ludum Dare. Game development compo. I've been jealous to Jetro. For a long time because he always manages to make something great in these compos. So I took the time and bit the bullet myself. The game I made for the compo is called Gingerbread Kingdom. It is kind of a mix between Carcassonne, Tower Defence and Rampart. As I went on I kept on making it smaller and smaller, until at very end I removed vertical scrolli...
digestingduck.blogspot.com
Digesting Duck: April 2011
http://digestingduck.blogspot.com/2011_04_01_archive.html
Blog about game AI and prototyping. Saturday, April 16, 2011. I've been super busy recently. Our startup. Just opened a public beta. I have managed to get some progress done on the temporary obstacle handling, though. This is now probably the 4th rewrite of the system, so things are slowly being massaged in place (it usually takes 5 rewrites :). Adding and removing obstacles works again, and I've done some good progress on making the tile cache class better. Though, the API is still a bit in flux. View m...
beyondthenorm.org
Beyond the Norm
http://beyondthenorm.org/category/reviews
Sorry No data so far. Sorry, but you are looking for something that isn't here. Dealing With Designer Input Latency. Input responsiveness is one of the most important aspects of any game. Often overlooked in favor of more glamorous features, []. Continue reading ». Pick Up That Can: The Problem With Interactive Objects. I’m sure that most of you have already seen the recently released. Continue reading ». Games I Love: Beyond Good and Evil. Continue reading ». First person jumping metrics. Mdash; I've of...