I finally got around to writing up my talk from #GCAP13 . I rewrote it 3 times and I'm still not happy with it, but I'm now beyond the point of caring. I think the slides (available from the article) do the topic more justice though.
I wonder if game engine coding will ever follow the rest of the programming profession and incorporate techniques like TDD that leave you with semi-documented code that is easier to refactor without breaking anything
Just thought I'd do a test post here. These are visualisations of the revision control history for the port of Vessel from PC to PS3. The first one is just the code, and the second is code and data (which I think I can link in as a comment). About 6 months of work for 2 people.
Hi all - the second post in the Vessel optimisation series is now live. Its a brief intro to profiling on the PlayStation3 - have a read and let us know what you think. We'll start on some of the actual optimisations in our upcoming posts.
Our very own +Tony Albrecht is speaking at GCAP this year on smart coders doing (apparently) stupid things. It's sort of like Funniest Home videos but without the funny or videos but with code and stuff. You should come along if you're at GCAP.