I’ve lamented before about how unfortunate it was that my frametime display allocated memory and would cause garbage collections to occur. Well, I found a simple solution for my memory allocation problem and, if I say so myself, it’s kind of… cute. Continue reading
In a previous post, I talked about how I added basic memory usage output to my frametime debug display. I also mentioned the major problem with that system being that the debug output I used allocated memory, causing garbage collections to occur. This constant change in memory usage naturally made the output hard to read. As I was writing that post, I had an idea for how I could easily solve that problem which I will share with you now. Continue reading
After a brief stint in iOS development, I’m back to my Xbox Live Indie Games ways. For some games, you really need a physical controller in order for them to feel right. That feel is something I’ve really focused on in my latest project.
Robot Legions is a new twin-stick arena shooter for the Xbox 360. It features several different enemy types, each with unique behavior. As players defeat enemies, they will collect cash that they can use to upgrade their defense and firepower. The game also features several special feats to accomplish for players who want an extra challenge. Continue reading
Don’t get me wrong, I’m not against object-oriented programming (OOP). More often than not, it’s a valuable method for modeling data and logic in games. However, because of its near-total dominance of thinking regarding programming in games, I often find myself playing the anti-OOP advocate in conversations at work.
You see, there are times when designs that look “right” when viewed through an OOP lens turn out to be ill-suited to solving certain problems in game programming. One of the major causes of this is the tendency of OOP to encourage thinking of problems in terms of single data objects. Often this works because handling multiple instances of an object is a natural extension once you know how to handle a single instance. This isn’t always the case however and it’s common for OOP-oriented programmers (OOPOP?) to overlook cases in which it would be better to think of processing data as a gestalt as opposed to as lists of stand-alone objects.
To clarify this idea, I’ll share a recent experience with some code at work. Continue reading