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This is a document I wrote in 1995, while working on Neversoft’s first game: Skeleton Warriors. It was the first game I’d worked on where I did not use 68K Assembly. The photo shows me at work around that time. The Saturn dev kit (the “Small Box” and the ICE) is on the right. The State of the game The following document briefly describes the state of the code for Skeleton Warriors on the Sega Satu
Refactoring Game Entities with Components Up until fairly recent years, game programmers have consistently used a deep class hierarchy to represent game entities. The tide is beginning to shift from this use of deep hierarchies to a variety of methods that compose a game entity object as an aggregation of components. This article explains what this means, and explores some of the benefits and prac
Definition: Memory corruption is an unexpected change in the contents of a memory location. The symptoms of memory corruption can range from hard crashes, all the way through minor glitches, to no symptoms at all. The causes of memory corruption are many and varied, and include memory corruption itself. In this article I attempt to classify the various ways in which memory corruption can man
In this article I suggest that the specifications of a video game should always include a measure called “response time” (also called “lag”, “controller lag”, or “input latency”). Response time is defined as the time between the player using the controller, and the results appearing on the screen. Example: Pressing the trigger button on the controller fires a gun on the screen. Video game response
(This article originally appeared in two parts in Game Developer Magazine, March and April, 2007) Fluid effects such as rising smoke and turbulent water flow are everywhere in nature, but are seldom implemented convincingly in computer games. The simulation of fluids (which covers both liquids and gasses) is computationally very expensive. It is also mentally very expensive, with even introductory
This article was originally published in the “Inner Product� column in Game Developer Magazine, May 2006 USING VERLET PHYSICS TO SIMULATE BLOBS Download the blob code and executable: DOWNLOAD 91K Games such as Gish from Chronic Logic on the PC and LocoRoco from Sony on the PSP use a 2D physical simulation of a blob as the main character. The physics behind this blob provides the main basis for
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