<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Game Dev on Dave Voyles</title><link>https://davevoyles.com/tags/game-dev/</link><description>Recent content in Game Dev on Dave Voyles</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Fri, 17 Oct 2014 00:00:00 +0000</lastBuildDate><atom:link href="https://davevoyles.com/tags/game-dev/index.xml" rel="self" type="application/rss+xml"/><item><title>My 10th weekly newsletter is out!</title><link>https://davevoyles.com/posts/10th-weekly-newsletter/</link><pubDate>Fri, 17 Oct 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/10th-weekly-newsletter/</guid><description>&lt;p&gt;If you find some links that you think would be useful, feel free to share! &lt;strong&gt;You can always subscribe (or unsubscribe) by clicking on the MailChimp widget on the right-hand side of this page. &lt;a href="http://us8.campaign-archive2.com/?u=50cd59991e2e6a03050947bab&amp;amp;id=c2bfee200f"&gt;Here’s a link to the original file.&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;h3 id="gaming"&gt;Gaming&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://www.kickstarter.com/projects/molassesflood/the-flame-in-the-flood"&gt;The Flame In The Flood – Adventure game on Kickstarter&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://t.co/9ojao1yIq7"&gt;Here’s Why We Need Video Games In Every Classroom&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://t.co/TlSjjVuCDm"&gt;“How Long To Beat” -&amp;gt; useful site that tells you how long it takes to beat a game&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="game-dev"&gt;Game Dev&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://www.zachtronics.com/yoda-stories/"&gt;Reverse engineering Yoda Stories&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="vc--startups"&gt;VC / Startups&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://tomtunguz.com/round-size-trends/"&gt;The unexpected and uneven evolution of the startup fundraising market&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.bothsidesofthetable.com/2014/10/07/what-is-the-definition-of-a-seed-round-or-an-a-round/"&gt;What is the definition of a seed round or an A round?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://buff.ly/1v5SlAj"&gt;A Couple Of Good Books For Entrepreneurs&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://buff.ly/1v5SvYo"&gt;Seed Round Pricing (Actual data warning!)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://t.co/6A5AASW5Zf"&gt;The Coming Meltdown in College Education &amp;amp; Why The Economy Won’t Get Better Any Time Soon&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://t.co/pYBkkCFX41"&gt;25 Angel Investors in New York You Need to Know&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.geekwire.com/2014/board-games-beer-making-machines-take-look-seattle-startup-scene/?utm_content=bufferd2627&amp;amp;utm_medium=social&amp;amp;utm_source=twitter.com&amp;amp;utm_campaign=buffer"&gt;From board games to beer-making machines: Take a look at the Seattle startup scene&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="nerdy--tech"&gt;Nerdy / Tech&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://t.co/NxOnGNFBKx"&gt;100 Technical Things Non-Technical People Can Learn To Make Their Lives Easier&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="html5"&gt;HTML5&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://mzl.la/1sa7tu5"&gt;PhoneGap Day US 2014, in San Francisco&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://cordova.apache.org/announcements/2014/10/16/cordova-4.html"&gt;Apache Cordova 4 released&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>prime[31] Azure plugin for Win8 Unity games (Part 3)</title><link>https://davevoyles.com/posts/prime31-azure-plugin-win8-wp8-unity-games-part-3/</link><pubDate>Tue, 26 Aug 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/prime31-azure-plugin-win8-wp8-unity-games-part-3/</guid><description>&lt;p&gt;&lt;strong&gt;RESOURCES:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/DaveVoyles/prime31-azure"&gt;You can find the source for this project on my GitHub.&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.slideshare.net/DaveVoyles/using-prime31-to-connect-your-unity-game-to-azure-mobile-services"&gt;Power point slides&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Video Walkthrough&lt;/li&gt;
&lt;li&gt;Get this working on Windows Phone&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a href="http://davevoyles.azurewebsites.net/prime31-azure-plugin-win8-wp8-unity-games-part-2/"&gt;In part 2 of my tutorial&lt;/a&gt;,  I showed you how you how to set up the initial project with prime[31]. Now that we have it built, I’m going to walk you through the code, as well as how it all works.&lt;/p&gt;
&lt;h2 id="insert"&gt;Insert&lt;/h2&gt;
&lt;p&gt;Let’s test this out by running the project from Visual Studi and inserting a new object into our leaderboard. Deploy the sample, connect to the Azure service, then insert a new username and score.&lt;/p&gt;</description></item><item><title>Unite 2014 keynote recap</title><link>https://davevoyles.com/posts/unite-2014-keynote-recap/</link><pubDate>Fri, 22 Aug 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/unite-2014-keynote-recap/</guid><description>&lt;p&gt;I’m still at Unite 2014 this week, so I thought I’d deliver a quick recap of the Unite 2014 keynote, courtesy of &lt;a href="http://blogs.msdn.com/b/jaimer/"&gt;Jaime Rodriguez&lt;/a&gt;, of Microsoft.&lt;/p&gt;
&lt;p&gt;Here was my favorite talk of Unite as well:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;[Unite 2014 – IL2CPP: The next generation of scripting in Unity](Unite%202014 - IL2CPP: The next generation of scripting in Unity)&lt;/li&gt;
&lt;li&gt;&lt;a href="https://www.youtube.com/watch?v=OY72_tI4t1I"&gt;Unite 2014 – WebGL Deployment in Unity 5&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="opening-stats"&gt;&lt;strong&gt;Opening stats:&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;[David Helgason, CEO]&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;600k active montly game developers .. [compared to 120k users, 3 years ago]&lt;/li&gt;
&lt;li&gt;54% of games use middleware  [compared to 10% 4 years ago]&lt;/li&gt;
&lt;li&gt;47% mobile developers use Unity [17% in 2009]&lt;/li&gt;
&lt;li&gt;8.7B Unity mobile app installs [not all inclusive, that is people who opt-in to analytics]&lt;/li&gt;
&lt;li&gt;PC has strength [mobile devs targeting PCs as they get better]&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="industry"&gt;&lt;strong&gt;Industry:&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;[David Helgason, CEO]&lt;/p&gt;</description></item><item><title>My third weekly newsletter is out</title><link>https://davevoyles.com/posts/third-weekly-newsletter/</link><pubDate>Sat, 16 Aug 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/third-weekly-newsletter/</guid><description>&lt;p&gt;HTML5&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://www.udacity.com/course/cs291"&gt;Free Udacity course: WebGL and Three.js&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://twitter.com/neilt3d/status/498539402407063553?utm_source=html5weekly&amp;amp;utm_medium=email"&gt;Microsoft will join Khronos and will participate in the webGL working group&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.wpcentral.com/assassins-creed-pirates-brings-treasure-hunting-xbox-live-windows-phone"&gt;The power of WebGL – Assasin’s Creed Pirates, using BabylonJS&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Gaming / Game Dev&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://www.kickstarter.com/projects/1018579240/night-trap-revamped"&gt;Night Trap Revamped Kickstarter&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/view/news/222408/How_to_get_your_game_covered_by_YouTubers.php"&gt;How to get your game covered by YouTubers – Gamaasutra&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blog.xamarin.com/introducing-cocossharp/"&gt;Xamarin’s new 2D C# crossplatform gaming framework&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blogs.unity3d.com/2014/08/07/introducing-universal-windows-applications-in-unity/"&gt;Universal Apps in Unity – Unity Blog&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blogs.msdn.com/b/developerexperience/archive/2014/06/18/4-tips-from-a-moonlight-game-dev-on-reaching-3-million-downloads-through-windows-store.aspx"&gt;Marketing tips from devs who have over 3 million downloads – MSDN&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://davevoyles.azurewebsites.net/advanced-press-tips-beginners-get-game-noticed/"&gt;How to reach the press as a game dev – John Polson&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.joystiq.com/2014/08/11/john-romero-i-havent-made-a-shooter-since-2000-so/"&gt;John Romero is making another shooter – Joystiq&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://javascriptweekly.us1.list-manage.com/track/click?u=0618f6a79d6bb9675f313ceb2&amp;amp;id=5ee5985131&amp;amp;e=d1bf368708"&gt;The js13kGames HTML5 and JavaScript Game Development Competition Has Begun&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamesindustry.biz/articles/2014-08-06-dan-adelmans-advice-for-indies"&gt;Dan Adelman’s advice for indies&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/blogs/ThomasHenshell/20140807/222732/Why_Ive_Said_Goodbye_to_Mobile_in_Favor_of_PC.php"&gt;Why I’ve said goodbye to mobile, in favor of PC – Gamasutra&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Tech&lt;/p&gt;</description></item><item><title>prime[31] Azure plugin for Win8 Unity games (Part 2)</title><link>https://davevoyles.com/posts/prime31-azure-plugin-win8-wp8-unity-games-part-2/</link><pubDate>Thu, 14 Aug 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/prime31-azure-plugin-win8-wp8-unity-games-part-2/</guid><description>&lt;p&gt;&lt;strong&gt;RESOURCES:&lt;/strong&gt; &lt;a href="https://github.com/DaveVoyles/prime31-azure"&gt;You can find the source for this project on my GitHub.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://davevoyles.azurewebsites.net/prime31-azure-plugin-win8-wp8-unity-games/"&gt;In part 1 of my tutorial,&lt;/a&gt; I showed you how you how to set up the initial project with prime[31]. Now that we have it built, I’m going to walk you through the code, as well as how it all works.&lt;/p&gt;
&lt;p&gt;Now that we have the project built, let’s open it up the metro folder, and launch the &lt;em&gt;Prime31&lt;/em&gt; Visual Studio solution.&lt;/p&gt;</description></item><item><title>Stacey Mulcahy writes: Internet of Things with Unity3d, Arduino and Spacebrew</title><link>https://davevoyles.com/posts/stacey-mulcahy-writes-internet-things-unity3d-arduino-spacebrew/</link><pubDate>Wed, 30 Jul 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/stacey-mulcahy-writes-internet-things-unity3d-arduino-spacebrew/</guid><description>&lt;p&gt;My co-worker, and web dev ninja, Stacey Mulcahy (&lt;a href="http://www.twitter.com/bitchwhocodes"&gt;@bitchwhocodes&lt;/a&gt;) put together a great series of blog posts on how to use Spacebrew ( a web sockets solution built on Node that enables you to create interactive spaces with several clients ) with Unity3d and Arduino &amp;amp; Processing. This is the beginning / start of next week’s bit where she shows how to build your own DDR mat  and hook it into Unity3d,  Arduino, and Processing.&lt;/p&gt;</description></item><item><title>Professional Game Development Tools</title><link>https://davevoyles.com/posts/professional-game-development-tools/</link><pubDate>Fri, 21 Mar 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/professional-game-development-tools/</guid><description>&lt;p&gt;This post is part of 3 week series giving current and aspiring game devs the tools, resources, and advice they need to get started building for Windows. We also have a great video course on [game production basics](http://Game Production Basics) at Microsoft Virtual Academy.&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;&lt;/th&gt;
&lt;th&gt;&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.visualstudio.com/"&gt;Visual Studio Community Edition&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;a href="https://davevoyles.com/images/www.davevoyles.com_wp-content_uploads_2014_03_visual-studio-logo.jpg.jpg"&gt;visual-studio-logo&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;You need an IDE, or Integrated Development Environment, to write code for your games. Visual Studio Community edition is FREE from Microsoft, and allows you to use a multitude of languages.&lt;/p&gt;</description></item><item><title>How do I get my game on Xbox One?</title><link>https://davevoyles.com/posts/get-game-app-xbox-one/</link><pubDate>Fri, 07 Feb 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/get-game-app-xbox-one/</guid><description>&lt;p&gt;&lt;strong&gt;Update 3/29/16&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;With today’s announcements at //BUILD, some of this information will be out of date. I will make changes in the very near future.&lt;/em&gt;&lt;br&gt;
Updated, &lt;strong&gt;9/24/15&lt;/strong&gt;&lt;br&gt;
&lt;strong&gt;TLDR&lt;/strong&gt;: &lt;em&gt;Middleware engines work great and support for Xbox one is continuing to grow within new tools each day. I have a more recent post with more information following Microsoft’s presence at GDC 2015. &lt;a href="http://www.davevoyles.com/gdc-xbox-live-and-xbox-one-will-be-open-to-many-more-developers-now/"&gt;Here is the latest.&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;For developers to focus on building for the UWP. Building UWP apps today is the best way to make sure apps will work on the Xbox when UWP is available on the Xbox. Similarly how different device families have specific APIs (GPIO, Hardware buttons, etc), Xbox will have a set of APIs that developer can use to extend experience to match the Xbox One, and those APIs will be used on top of the core UWP functionality that developers are building today.&lt;/p&gt;</description></item><item><title>Start making games, even if you don't know how to program</title><link>https://davevoyles.com/posts/start-making-games-even-dont-know-program/</link><pubDate>Sat, 01 Feb 2014 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/start-making-games-even-dont-know-program/</guid><description>&lt;p&gt;&lt;em&gt;“I want to get started with making games, but I don’t know how. Where should I start?”&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;It can be overwhelming when you are starting off, because there are so many options available to you. I mean just look at plethora of game making tools at  &lt;a href="http://www.pixelprospector.com/the-big-list-of-game-making-tools/"&gt;Pixel Prospetor&lt;/a&gt;, and you’ll see what I’m talking about.  If you have zero programming experience, then I’d suggest starting with &lt;a href="http://www.pixelprospector.com/the-big-list-of-game-making-tools/#construct"&gt;Construct2.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Construct 2 allows you to create HTML5 games without ever having to write code. Everything is handled in the IDE (Integrated Development Environment) which has a GUI (Graphical User Interface) that anyone could use. You simply drag-and-drop objects into your scene, and can make changes to the objects properties by right clicking.&lt;br&gt;
Even better, it’s free! There are premium versions available, but if you’re just starting off, then the free version offers more than enough to get you going.&lt;/p&gt;</description></item><item><title>My next game will be made with Unreal Engine 4</title><link>https://davevoyles.com/posts/my-next-game-will-be-made-with-unreal-engine-4/</link><pubDate>Fri, 15 Nov 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/my-next-game-will-be-made-with-unreal-engine-4/</guid><description>&lt;p&gt;So now that November 15th has finally arrived, I can say what I’ve been working on lately; a new game with the Unreal Engine 4.&lt;/p&gt;
&lt;p&gt;I’m still under NDA, and I can’t post any screens just yet, but rest assured that the engine is vastly improved from what UDK was, in terms of both usability and performance. Epic has a number of videos available online, so you can see what the workflow is like.&lt;/p&gt;</description></item><item><title>I started a new show – Indie Dev Podcast</title><link>https://davevoyles.com/posts/i-started-a-new-show-indie-dev-podcast/</link><pubDate>Thu, 14 Nov 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/i-started-a-new-show-indie-dev-podcast/</guid><description>&lt;p&gt;Twice each month, I interview independent developers in the gaming industry. I felt that there was a niche not being served, in that I wanted the inside scoop behind many of the developers I interact without over the years.&lt;/p&gt;
&lt;p&gt;This 30 minute show is a casual conversation between a developer and myself, where he or she illustrates how they got their start, what their current and previous projects are, and some of their favorite tools, languages, and frameworks are.&lt;/p&gt;</description></item><item><title>Super Rawr-Type Redux is released for the browser</title><link>https://davevoyles.com/posts/super-rawr-type-redux-is-released-for-the-browser/</link><pubDate>Sun, 03 Nov 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/super-rawr-type-redux-is-released-for-the-browser/</guid><description>&lt;h4 id="click-here-to-play-super-rawr-type-redux"&gt;&lt;strong&gt;&lt;a href="http://super-rawr-type.azurewebsites.net"&gt;Click here to play Super Rawr-Type Redux&lt;/a&gt;&lt;/strong&gt;&lt;/h4&gt;
&lt;p&gt;&lt;strong&gt;&lt;strong&gt;Source Code:&lt;/strong&gt;  &lt;a href="https://github.com/DaveVoyles/Super-Rawr-Type-Redux"&gt;https://github.com/DaveVoyles/Super-Rawr-Type-Redux&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I’ve spent the last 3 months working on the follow up to my previous game, &lt;em&gt;Super Rawr-Type&lt;/em&gt;. It was a simple side scrolling 2D shmup, which I wrote in JavaScript and also ported to Windows 8. One bug prevents me from getting it into the store, and I’m not able to replicate it, so who knows if it will ever be released there.&lt;/p&gt;</description></item><item><title>Adding touch controls for Windows 8</title><link>https://davevoyles.com/posts/adding-touch-controls-for-windows-8/</link><pubDate>Thu, 09 May 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/adding-touch-controls-for-windows-8/</guid><description>&lt;p&gt;Loading Super Rawr-Type within the Win8 touch simulator&lt;/p&gt;
&lt;p&gt;For the last two weeks or so I’ve been working out bugs in &lt;em&gt;Super Rawr-Type&lt;/em&gt; and integrating touch controls for the Windows 8 port. This is the first time I’ve ever created touch controls, so it took a bit to understand how they work, specifically with toggling the joystick for movement and stationary buttons for shooting, switching weapons, and activating powerups.&lt;/p&gt;
&lt;p&gt;What proved most difficult for me really was not having a machine to test my controls on. I’ve had to rely on the simulator thus far, which basically runs a virtual machine on your desktop, wrapped a shell that appears like a Win8 tablet. The buttons on the right hand side emulate figure gestures, so you can view and understand how your own touches will affect the game.&lt;/p&gt;</description></item><item><title>Creating the random enemy spawner, improving performance</title><link>https://davevoyles.com/posts/creating-the-random-enemy-spawner-improving-performance/</link><pubDate>Fri, 12 Apr 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/creating-the-random-enemy-spawner-improving-performance/</guid><description>&lt;p&gt;When building my Win8 port of &lt;em&gt;Super Rawr-Type&lt;/em&gt;, I ran into all sorts of performance issues, due to lack of optimization. This was to be expected, as I on gave myself 1 month to complete the base game, then I would take the second and final month to port it to different platforms and worry about optimization.&lt;/p&gt;
&lt;p&gt;The design of my levels is where most of my issues came from. &lt;a href="http://davidvoyles.wordpress.com/2013/04/10/performance-improvements-and-porting-super-rawr-type-to-win8/"&gt;I explain it pretty well in this post here.&lt;/a&gt; The gist of it is this: When the map loads, it is filled with ~150 enemies, which are constantly being updated. Obviously this comes with quite a bit of overhead. The browser version played well, but on a dedicated OS it chugs.&lt;/p&gt;</description></item><item><title>Object pooling optimizations – not so much [yet]</title><link>https://davevoyles.com/posts/object-pooling-optimizations-not-so-much-yet/</link><pubDate>Thu, 11 Apr 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/object-pooling-optimizations-not-so-much-yet/</guid><description>&lt;p&gt;[UPDATE] Clarified that I have two classes for my bullet. One which uses pooling, and &lt;a href="https://github.com/DaveVoyles/SuperRawrType/blob/master/lib/game/entities/bulletNoPooling.js"&gt;another that does not use pooling&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;So my object pooling optimizations don’t seem to be working.&lt;/p&gt;
&lt;p&gt;I thought I would have seen some improvements in terms of my performance, but I’m just not seeing it. I think one issue is due to the fact that with more objects lying around, the garbage collector takes longer to run. Essentially, the pooling reduces how often the collector runs, but makes those runs more noticeable.&lt;/p&gt;</description></item><item><title>Video update of my 2D shmup using the JavaScript framework Impact.js</title><link>https://davevoyles.com/posts/video-update-of-my-2d-shmup-using-the-javascript-framework-impact-js/</link><pubDate>Tue, 02 Apr 2013 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/video-update-of-my-2d-shmup-using-the-javascript-framework-impact-js/</guid><description>&lt;p&gt;So I’m quickly progressing in my newest game, &lt;em&gt;Super Rawr-Type&lt;/em&gt;and am just about to put the finishing touches on it. I’ve given myself one month (30 days) to work on this bad boy. GDC and PAX took up quite a bit of time recently, so I’ve got a few days left to go. It’s far from perfect, but it’ll do.&lt;/p&gt;
&lt;p&gt;Next month, I’ll focus on publishing to The Windows 8 and Windows Phone 8 Stores, as well as wrapping the code in the iOS wrapper.&lt;/p&gt;</description></item><item><title>Programming pickups for vehicles in UDK tutorial is up</title><link>https://davevoyles.com/posts/programming-pickups-for-vehicles-in-udk-tutorial-is-up/</link><pubDate>Fri, 24 Jun 2011 00:00:00 +0000</pubDate><guid>https://davevoyles.com/posts/programming-pickups-for-vehicles-in-udk-tutorial-is-up/</guid><description>&lt;p&gt;&lt;a href="http://davidvoyles.wordpress.com/udk-title/creating-weapon-ammo-vehicle-pickups/"&gt;&lt;img loading="lazy" src="http://davidvoyles.files.wordpress.com/2011/06/drag-and-drop.png" title="Drag and drop"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I’ve just finished creating a tutorial on &lt;strong&gt;&lt;a href="http://davidvoyles.wordpress.com/udk-title/creating-weapon-ammo-vehicle-pickups/"&gt;programming pickups for vehicles in UDK.&lt;/a&gt;&lt;/strong&gt; This covers both ammo and health. I noticed that it was something that I felt wasn’t covered in depth when I needed to learn how to do it for Death Sentence, so I figured I would save others the time. At the end of the tutorial you’ll find the .uc code for both items, and instructions on how to implement it into your game. What are you waiting for? &lt;strong&gt;&lt;a href="http://davidvoyles.wordpress.com/udk-title/creating-weapon-ammo-vehicle-pickups/"&gt;Check it out!&lt;/a&gt;&lt;/strong&gt; And be sure to let me know what you think of it as well.&lt;/p&gt;</description></item></channel></rss>