Sometime back, I discovered Procedural Content Generation for Games, a book about using the computer to create or help to create game content such as levels, landscapes, rules, story lines, or any number of things.
The chapters are available in PDF form on the website for free. Each corresponds with a lecture for . . . → Read More: A Book on Procedural Content Generation
Gaming on Linux reported that Linux porter Ethan Lee’s SteamOS & Linux talk at MAGFest has slides and audio available.
Ethan Lee has ported a number of games to GNU/Linux, and his talk gives some insight into what people can do to make the porting process easier.
Some of it is obvious, such as not . . . → Read More: A Better Way to Write Platform-specific C++ Code
A few weeks ago I posted a screenshot of my current project on Twitter for #ScreenShotSaturday.
Here’s the image I used with lots and lots of placeholder art:
And I immediately got some great feedback on my user interface:
@GBGames and a hamburger menu! *sob*
— Dan MacDonald (@samuraidan) . . . → Read More: Hamburger Menus Are Annoying and Terrible
Scott “Impossible” Anderson is an engineer at Sledgehammer Games, having worked on Call of Duty: Advanced Warfare, and was recently interviewed at We Are Game Devs, a site that highlights the various unsung and underrepresented talent who help create some of the fastest growing interactive entertainment on the planet.
Aside from his day-to-day responsibilities . . . → Read More: Interview with Scott Anderson of Sledgehammer Games
While cleaning and rearranging my office, I found an old tech support email from a job I had many years ago. I printed it because I was amused with how the author spaced out the lines and capitalized the first letter of each line. It almost looked like poetry.
By the end, I think it . . . → Read More: User Poetry: But Not Me