Part 2 of Michael Goodfellow’s game-building series is now available. He’s tweaking the site in response to feedback, adding RSS feed, making clear the goals of the project, and generally learning to blog while making a game.
This week he’s working on collision detection, one of my weak areas. (My other major weakness is animating skeletal meshes – making characters walk and such. Hate that stuff. It’s one of those jobs that is hard to break down into manageable bits of complexity.) It’s difficult to get it working, and even harder to get it really, truly right. A slight misstep can burn a ton of precious CPU time, and no matter how long I work on it or how well it works I’m always left with the nagging impression that I’m probably missing something.
What did web browsers look like 20 years ago, and what kind of crazy features did they have?
Bethesda NEVER Understood Fallout
Let's count up the ways in which Bethesda has misunderstood and misused the Fallout property.
Raytracing is coming. Slowly. Eventually. What is it and what will it mean for game development?
Batman: Arkham Origins
A breakdown of how this game faltered when the franchise was given to a different studio.
The Biggest Game Ever
Just how big IS No Man's Sky? What if you made a map of all of its landmass? How big would it be?