Spoiler Warning S5E30: She Saw Me Yesterday

By Josh Posted Wednesday Jun 8, 2011

Filed under: Spoiler Warning 114 comments


Link (YouTube)

So you might be wondering, “Hey, what took so long?” or “Why is the episode going up in the evening?” or “Why are you so lazy Josh, give me my free entertainment!”

All of which are good questions. I’d like to know the answers too.

But this is what the upload page looks like right now:

youtubefail.jpg

Gee, thanks Youtube. Unknown errors. Those are the best kind.

Now I’ve had single upload fails before, but this is the first time it’s happened four three times in a row. Additionally, these failures happened near the end of the upload process, it wasn’t just something that happened right as I hit upload. And when you’re uploading a file that’s just short of 1 GB in size, even a single upload failure can eat hours. Hopefully this won’t become a habit.

So that’s been my day so far. How about yours?

 


 

Project Frontier #2: Paging Data

By Shamus Posted Wednesday Jun 8, 2011

Filed under: Programming 81 comments

Coming up with rules and systems and algorithms to generate content is hard enough, but added to that challenge is the fact that we don’t have the benefit of any sort of pre-processing. If you’ve ever used a level editor, you know those things can eat a ton of time. They can take the data, cull out what isn’t needed, pre-compute the expensive stuff, and package things in a nice, organized way so that when the game is running, it can pull data off the disk and put it right to work.

With procedural stuff, you’ve got to do that work while the game is running. Without slowing things down. This moves all of that complexity into the game, and makes the system more complicated by requiring that it be done piecemeal. If you’ve played Minecraft, you’ve probably noticed the heavy lurch you get when the game has to generate some new landscape for you. I’m going to face that same problem with this project.

But I’m getting ahead of myself. First, a bit about how my program creates the terrain. First, it takes that low-level topography I generated in the previous step:

frontier2_3.jpg

Continue reading ⟩⟩ “Project Frontier #2: Paging Data”

 


 

Spoiler Warning S5E29: Do Over

By Shamus Posted Tuesday Jun 7, 2011

Filed under: Spoiler Warning 215 comments


Link (YouTube)

I hate this episode. The rest of the week will be better, I promise.

Interesting note: The problem with the microphones cutting off? Yeah. That’s not due to us letting go of the talk key. Both Mumbles and Josh compared their recordings of our session with the episode audio, and found the clipping didn’t exist in the original. These last few weeks I’ve been going mad, trying to figure out why I keep introducing myself as “Sha-“, NO MATTER HOW LONG I HOLD DOWN THE BUTTON. I thought I was losing my mind.

Nope, looks like a bug in Ventrilo. When you export a session, it clips some messages. Sometimes. For some people. That’s just great.

We could move to Mumble or some other voice client. But that means paying for another server, getting everyone on the new clients, and discovering what shortcomings and bugs and annoyances await us with the new system.

Technology sucks.

 


 

Project Frontier #1: Getting Started

By Shamus Posted Monday Jun 6, 2011

Filed under: Programming 121 comments

I’m still sulking about what happened to my book. In the interim, I’ve decided to do some coding. Remember project Hex? That was this thing:

hex_edges15.jpg

I liked the way the first stages of project Hex turned out. While a few people had artistic criticisms of it, the idea and the implementation were solid. I want to try the same thing, only making a more conventional first-person style engine. This is far more ambitious. Here are my new goals:

Continue reading ⟩⟩ “Project Frontier #1: Getting Started”

 


 

Experienced Points: Anonymous

By Shamus Posted Friday Jun 3, 2011

Filed under: Column 115 comments

splash_anonymous.jpg

I see a lot of people misunderstanding anonymous, how they work, or why it’s so hard to catch them. So I wrote a column about it.

 


 

Spoiler Warning S5E28: Rock Climbing

By Josh Posted Friday Jun 3, 2011

Filed under: Spoiler Warning 160 comments


Link (YouTube)

Well, we’ve finally made it into the Sierra Madre proper. For those of you who want more commentary that in some way relates to what is happening in the game, this is when all of the interesting stuff finally happens.

And for those of you who want more inane banter and trolling while we pay no attention to what is happening in the game, we’re now past the part where Mumbles quit, so now I’m the only one who knows what’s going to happen.

We’ll see how it evens out.

 


 

Ask Me a Question: Software Bugs

By Shamus Posted Thursday Jun 2, 2011

Filed under: Random 101 comments

minecraft_chest.jpg

Here is a question from reader cody:

Me and my brother got into an argument recently and I figured you could help us settle it. It started when an update for Minecraft was released that caused the game to crash when shift clicking items into a full inventory. He thought this was incompetent coding on behalf of the developers and that any problem like that would be obvious and easy to fix. I told him that it's a lot more subtle than that and any number of seemingly insignificant bits of code could break the game in major ways. In the end we both agreed that computers only do exactly what you tell them to, our opinions on what that means are different though. He thinks that it means if you tell them to do something that breaks the game you're bad at making games.

There’s an old saying among writers: Writing is re-writing. The real work isn’t having an idea or putting the words down, the real work is when you’re done with that and you have to go back and polish, cut, and expand until the work flows.

There’s a parallel saying for software engineers: Programming is debugging. Yes, a terrible programmer will write bad code. But a normal programmer and an exceptional programmer will write good code. The difference between the two appears when it comes time to locate an obscure bug or intuit the source of a problem based on the non-technical ramblings of an end user. A task like that can take a day or five minutes, and it all comes down to how deeply the programmer understands the discipline.

Continue reading ⟩⟩ “Ask Me a Question: Software Bugs”