Like It's Stolen...


"Saturn Cutting"

Saturn Cutting is a space action adventure for PC.

Side-scrolling Metroidvania.

Saturn ...


"Conditioning Scripts"

My engine relies on hashed strings as identifiers, uh, a lot more than is probably appropriate. I know that I've worked ...


"Testing Your Game With Steam Link"

Testing your game on a large screen or TV, with a controller, from your couch or similar, will help you get a whole new perspective. ...


"SDL2 Game Controller API Revisited"

Further time with the API has led me to some realizations regarding the game controller API. It's just as useful as I had initially ...


Everything is Animation; the Need for Non-Linear Motion

In games, and arguably many other areas where the user is presented with graphical input, the end result of nearly everything equates ...


"Quick and Dirty Syslog Logging for Games"

Look, alright? We all know that you log things out of your games, utilities, and applications. Stdout or files are the norm ...


"LuaJIT FFI Primer: No More Bindings"

LuaJIT, which by itself is damned incredible, provides an interface called FFI that allows for directly interacting with C functions ...


"Game Controller API in SDL2"

SDL2 brought with it a new API for interacting with game controllers such as the Xbox 360 controller (which I've heard tell is the ...


"Particle System Language"

The vast majority of paricle system implementations are authored with certain assumptions in place. Particles will have a lifetime ...


"A Spade is Still a Spade"

There are some basic pitfalls in our profession, in our art, that I'd like to call out. Much like musicians or visual artists that ...


"Google Protocol Buffers"

Recently I got around to actually experimenting with Google Protocol Buffers (protobufs). The experiment didn't take long, is over, ...


"Stop the Lazy Updates"

While this could certainly apply to my update schedule on the blog, that's not what's on my mind at the moment.Posted by Ryan C. Scott on Sun 04 March 2012


"Games as Simulations"

  To a certain extent any game is a simulation.  It involves an environment with constraints and mechanics, ...

"Explorations in Lua as a Data File Format"

Fairly recently I came across another blog covering using Lua as an ...

"Joining the World of the Living: OpenGL"

This one will be brief. It involves a handful of things that have burned me and a single, overarching point: Learn ...

"Selling Learning"

I've been thinking about the interview process recently.  I've been on many interviews over the years in a ...

"Cosmic Reaffirmation (or some other, less wanky title)"

You very well have a notebook filled with game ideas.  Stranger things have happened, certainly.  Sometimes ...

"Refactor"

I have spent the duration of my adolescent and adult life (lives?) programming many different things with many ...

"Joining the Living: Simple Blackboard Architectures for Agent Knowledge"

  Your AI agents have data that they need to store and reason about. This could be as simple as having ...

"Joining the Living: Focus -or- More Focus Than You Were Going To Have"

When developing any system, the temptation to generalize that system for maximum reuse and application, can be very, ...

"Joining the Living: State Machines < Behavior Trees"

Approaching AI for what was essentially the first time, I picked up Ian Millington's "Artificial Intelligence for ...

"Holy Shit, Seriously, Learn to Read a Diff"

I'm constantly surprised by how many developers or people peripherally involved in the development process et al ...

"Joining the World of the Living"

The short version is that I was interested in game development, but didn't stick with it and things changed while I ...

"Top Notch Apple"

I want to make it very clear:  I am not talking about the latest Adobe/Apple drama and the 4.0 iPhone OS ...

"Writing Infrastructure for Unity"

Lately I've been dealing with writing lots of infrastructure for my project in Unity and have been sorely missing ...