Becoming an Accidental Fan

When I was a child, I had an allowance.

I had an interest in Archie comics, so sometimes my $2 per week would go towards an Archie Double Digest, but other times I would save up until I had enough money to buy myself a Nintendo game.

At the time, for you young . . . → Read More: Becoming an Accidental Fan

Creating Good Commit Messages for Your Project’s Repo

I never thought too much about the commit messages I write. There’s the obvious idea of writing clear messages, much like writing a good headline for a blog post or a good subject line for an email. Otherwise, I did whatever made sense.

Many years ago, I remember learning about CVS and version control in . . . → Read More: Creating Good Commit Messages for Your Project’s Repo

A Book on Procedural Content Generation

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 a . . . → Read More: A Book on Procedural Content Generation

A Better Way to Write Platform-specific C++ Code

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

Hamburger Menus Are Annoying and Terrible

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

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