Category Archives: Game Development

$10,000 Is The Magic Number

Hi there, #AltDevBlogADay denizens! I’m Simon Cooke, and this post is all about how to budget your game in preparation for pitching to a studio. How do I know anything about this? Well… Back in 2008 I was incredibly lucky … Continue reading

Posted in business, Game Development, Project Management | Leave a comment

The BipBuffer Rides Again

So a while back, I invented a datastructure I call the Bip-Buffer. It’s a rather neat little thing that if you pump data through it fast enough works pretty much as fast as a true circular buffer. It has a … Continue reading

Posted in computer science, Game Development, Games, me, programming | Leave a comment

New Blog from Jason Weiler (Airtight Games)

My good pal Jason Weiler has posted up his first article on his new blog – Myopic Topics (http://myopictopics.com). This one’s the first part in a series about writing an add-in for Visual Studio’s Evaluation Engine (the bit that tells … Continue reading

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Quick rules for Cache-Friendly Algorithms

Games programming on current architectures require that a certain amount of attention be paid to your algorithms to make sure that they’re cache friendly. It takes a long time for a memory access to be brought back from a page … Continue reading

Posted in algorithms, Game Development, programming | Leave a comment

XNA SpriteBatch Stalling every Second

Public Service Announcement: If you’re doing simple 2D sprite stuff in XNA, and every second or so, the GC is hitching, it’s because of SpriteBatch. Every call to SpriteBatch creates a new object, which eventually needs to be GC’d. This … Continue reading

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