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Software At Scale - Constraints

When you’re working with software that services millions or billions of requests per day, you must solve different problems than simply making a given feature behave correctly. It needs to be fast, resilient, and flexibly deployable/scalable. There are three key constraints you must juggle.

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Reactive Game State in Unity

Performance is key in game development. Your players want silky smooth 60+ frames per second. One of the common performance expenses is using the Update loop to check data values for changes. I will show you how to setup a simple Reactive Game State system.

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Software Development and The Principle of Flow

Software development is a deep, rich, and complex problem domain. It’s easy to get wrapped up in all the tools, frameworks, languages, practices, and so forth. It’s effortless to lose sight of the key goal. If you were to focus on only one thing as you create software, what one thing should you pick? You should pick throughput. Read on to find out why this is the most important thing.

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Game Jamming with a Large Team without Pure Chaos

A couple weekends ago, I led a team for Ludum Dare 46. We created a video game from scratch in 72 hours. Many people voiced expressed surprise, awe, and curiosity about how we managed to do that with such a large team and have everything work out smoothly.

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