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Tony Albrecht
Works at Overbyte
Lived in Adelaide
1,087 followers|128,807 views
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Tony Albrecht

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The last part of the Vessel PS3 porting Saga is now up!
 
The final part of the Vessel Porting Saga is up. Come and read how we finally shipped the game. Then tomorrow, go out an buy it  :)
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Porting Vessel to PS3 was tricky. Part 1 of the post mortem of the port is now live on the Overbyte web site. Part 2 coming next week.
 
Part One of the Vessel PS3 Port post mortem is now live. Go have a read and find how much blood, sweat and tears was involved in porting this successful PC game to PS3.
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You'll have to come back next week to see if we manage to ship it or not :)
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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.

Visualisation done with Gource.
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Looks cool, needs a nice orchestral score to go with it....and a grand finale of some sort...maybe morph into the baby Jesus's face at the end! ;)
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Scripting and performance - can you have both?
 
Post number three in our porting/optimisation extravaganza is up. This one from +Ben Driehuis  on optimising Lua. Check it out
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I've just started documenting the process of porting a PC game with a bespoke graphics and physics engine to PS3. 
 
You like programming? Consoles? Then check out our new blog series documenting the process of porting a PC game to PS3. It should be a fun ride...
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Tony Albrecht

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The second part of the epic Vessel port post mortem is now live! 
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The PS3 game I've been working on for the last 6 months or so now has an official release date - March 11! Huzzah!
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Congrats! I saw the news story on +Polygon earlier today.
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Time to start posting more about Vessel optimisation before I forget what I did. Here's the latest. more coming soon.
 
Another article in the Vessel PS3 optimisation series. This one deals with a slow std::sort() call and how it can be replaced with some super fast, super simple code. 
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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.
 
Ever wondered how incredibly smart people can write stupid code? Why most of the legacy code you deal with is appalling? Then check out this blog and associated slides.
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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
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Another week, another blog. This one is a nice easy intro to profiling on PS3. My next entry should be a little meatier.
 
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.
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1,087 people
Luke Dicken's profile photo
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Work
Occupation
Director, Founder and Principal Programmer. I also make the coffee.
Employment
  • Overbyte
    Director and Principal Programmer, present
  • Sony Computer Entertainment
    Technical Consultant
  • Electronic Arts
  • Pandemic Studios
  • Midway Games
  • Ratbag Games
Basic Information
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Male
Story
Bragging rights
I have been bitten by a dingo and a dolphin (not at the same time). I have also been sneezed on by an elephant. Twice.
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Map of the places this user has livedMap of the places this user has livedMap of the places this user has lived
Previously
Adelaide - Barmera - Brisbane
Tony Albrecht's +1's are the things they like, agree with, or want to recommend.
Data Oriented Design
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the hardware will thank you