An audio workflow with SVN (Rant)

I’ve got workflow on the brain, and a discussion about backups on IG got the brain juices flowing. The post is of similar quality and length to what I’d normally constitute a “blog post”, so I’m dropping it here so I don’t forget. It’s certainly not a surefire answer to anything, just a stroll through me solving a problem. The set up: SVN, a great tool for backups, versioning, and synchronization, can and should be used in all aspects of development....

XNA 360 Indie Kit Hooray... C# !?

I tend not to go off on news topics, but ‘ehh… today’s special. No doubt you’ve heard about Microsoft’s big news that’s making Indie developers all giddy. $99 a year to “activate” an Xbox 360 so that you can test your games on it. Sounds great, but there’s 1 little thing that could pose a problem for some. C# … Alright. Nothing against C# as a language, ‘cause I’m sure it’s a great and efficient once you get used to it....

Too much to say, so I drew a picture

When you haven’t updated in a long time, and you have a lot to say, where do you start? Apparently you don’t say anything, and you put it off. Or you invent some random topic and post, but that’s only when you’re in a weird mood. OK, some friends inspired me to draw a picture, so lets talk art. Art, and what I’ve been investigating for a 2D art pipeline....

Balloon Dynamics

Alright, this was inspired from a game idea I had a few years ago. In the midst of working on my new physics engine, I’ve decided to revisit the idea and noticed an oddity in my design. Balloons. Balloons are interesting. Unlike most objects in a game situation, they have this odd property of opposing gravity and going up. With that alone, we can do a convincing simulation in a game by consistently giving it an upward force larger than gravity....