The Apple II was the defacto 8-bit machine of choice for most of the North American developers, when looking at the collected anecdotes(Origin, Interplay, SSI and many independents like Jordan Mechner and the team that…
It was way more common to simply not attempt to organize projects in this way "BITD" - it complicates your build system because now it has to manage paths, which entangles it with the OS file system. Not every file…
It's a good question and infects all of our software "sacred cows." The underlying thing is that we keep driving ourselves to "forward progress" in the sense of a collaborative hegemony, and only in those terms. Either…
Visit Japan sometime. The packaged food is good and not heavily weighted towards the "sugar-cream" U.S. norms. Salty and umami flavors are preferred instead and you can pick up a decent example of it from any konbini,…
FWIW there's a scope threshold that many projects don't always have to cross that justifies using a "real" build tool - and it has to do with those "hairy" parts of file detection and automatically finding dependencies…
I would be coding now except that I'm travelling in Japan and have not figured out how to replicate my usual "visit Starbucks" pattern yet - they have cafes but not with power outlets, generally, so I have gathered that…
Most of the interesting optimizations specific to the problem domain of games (e.g. JPS, Theta*) appeared after 2000. Anyway, the path finding feature is not finished once you have a graph traversal solution. Routing…
A corollary to this is that the more a game looks and feels like a fallible piece of software, the more players will react to it like a piece of software, ushering you onto the "infinite demands" feature treadmill in an…
The Apple II was the defacto 8-bit machine of choice for most of the North American developers, when looking at the collected anecdotes(Origin, Interplay, SSI and many independents like Jordan Mechner and the team that…
It was way more common to simply not attempt to organize projects in this way "BITD" - it complicates your build system because now it has to manage paths, which entangles it with the OS file system. Not every file…
It's a good question and infects all of our software "sacred cows." The underlying thing is that we keep driving ourselves to "forward progress" in the sense of a collaborative hegemony, and only in those terms. Either…
Visit Japan sometime. The packaged food is good and not heavily weighted towards the "sugar-cream" U.S. norms. Salty and umami flavors are preferred instead and you can pick up a decent example of it from any konbini,…
FWIW there's a scope threshold that many projects don't always have to cross that justifies using a "real" build tool - and it has to do with those "hairy" parts of file detection and automatically finding dependencies…
I would be coding now except that I'm travelling in Japan and have not figured out how to replicate my usual "visit Starbucks" pattern yet - they have cafes but not with power outlets, generally, so I have gathered that…
Most of the interesting optimizations specific to the problem domain of games (e.g. JPS, Theta*) appeared after 2000. Anyway, the path finding feature is not finished once you have a graph traversal solution. Routing…
A corollary to this is that the more a game looks and feels like a fallible piece of software, the more players will react to it like a piece of software, ushering you onto the "infinite demands" feature treadmill in an…