Hello, for today’s iDevBlogADay entry I want to share my top 10 books in the topic of software development/game development. I was tempted to put “Game Development” as a title, but the most useful books that I have read, are not explicitly related to Game Development ( still they cover lot’s and lot’s of useful techniques that can be applied to that specific topic ).
I’ve been trying to learn more and more to improve my engineering/developer skills, I’ve read a ton of books… but here I present you my 10 favorites in no particular order, they all have impacted me in different but positive ways!
To change the technical line of posts, for today’s iDevBlogADay article I will write a bit about my history with Video Games and why I ended up developing them (or at least trying to), I also promise you to not extend the post too much.
Disclaimer:this is not the geek story of “I started programming when I was 4 years old, and wrote a BASIC interpreter at the age of 5″
In the last week article we discussed some basic things about the luabind library and how to integrate it to your Xcode project. For this week iDevBlogADay post, I will show you how to expose some more complex C++ code to the Lua runtime.
I also want to add that I’m on vacations in Cordoba Argentina, and that this post was published ( or not ), using the wordpress scheduling function ( which I really hope to work without any issue! ).
For this iDevBlogADay post I will show you how I’m using luabind with iOS and what did I have to do in order to build it properly.
In the last article for iDevBlogADay, some libraries and options to integrate Lua to a Game/Game Engine where mentioned and even discussed a bit. Of the listed options, I ended up using luabind. Several people has asked me how does it work, and I pretend to cover the bases here.
In this article for iDevBlogADay I pretend to discuss how Game Engine scripting has been working out for us, what are we trying to do with it and how. This is a very sensitive topic and there are lot’s of different opinions on it.
I think that I can safely say that there’s no perfect answer to this question, each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to engine). In the following lines, I pretend to present a bit of my evolution on Engine Scripting and also present some “tips” that I’ve learned on this road.
Hello again, for this iDevBlogADay post I want to take a little break from technical articles to talk you a bit about what are we doing here at Gando Games, and tell you a little of our rather short history.
Gando Games was born about one year ago, I ( Nicolas ) wanted to do Game Development since I had been doing it on my own for about a year. I produced several prototypes for iPhone/iPod Touch, and even if I felt that I was learning quite a bit, I could see that to produce something more polished I was going to need help ( at least in the art department ). That’s when I talked with my old friend Pablo. I’ve known Pablo since I was 6 years old, we met in Kinder Garden!. Pablo has a Bachelor Degree in Fine Arts, and when I started thinking about something like an Art Director for Gando Games I knew that he was the right guy for the Job, I mean, not a lot of artists have played Diablo II 24/7 for months, same could be said for a lot of Games like Warcraft III, Quake II, Quake III, Mortal Kombat, etc.
Hello again fellow readers, this is the second part of the Game Event Handling series for iDevBlogADay. In the last article we discussed what where Game Events, why are they important, and we ended up tossing-up a very simple yet not very effective (maybe effective enough for small games…) event handling system. On this second part, I would like to present a different and more flexible design.
The model that I presented previously, could work for small games but had issues if we where thinking about medium-large scale games. The design could also be improved to allow more flexibility and facilitate rapid prototyping, which is one of my main concerns.
It’s important to evaluate your own needs since extending and modifying the previous design will add flexibility but it will come with the cost of more complexity in your game/engine code. (more…)
For this first post for iDevBlogAday (Finally !) I would like to talk about Event Handling in Games. Game Event handling is a commonly discussed issue, and there are several ways to tackle it. In the following series of articles I will talk about it, and will also show what I’ve learned from my own research on the subject.
It’s important to state that I’m not an expert and I’m always open to suggestions, so feel free to post your thoughts so we can all learn and share our ideas.