I’m really embracing agentic programming. The coding models have gotten good enough and I’ve obtained enough experience to know what sort of tools to give my agent access to so it can check its work when it stumbles. Bonus: I’m using PeonPing/peon-ping to help me maintain multiple agents while making programming even more like an… Continue reading Small List of What I’m Working On
Category: Game Programming
I Recommend – Multiplayer Game Programming: Architecting Networked Games
https://amzn.to/4tHTkZs As an Amazon Associate, I earn from qualifying purchases. If you’re diving into multiplayer game development and want a resource that cuts through the complexity to deliver a clear, high-level understanding of how everything fits together, this book is an absolute standout. It excels at painting a comprehensive picture of the essential elements involved… Continue reading I Recommend – Multiplayer Game Programming: Architecting Networked Games
Local Multiplayer: The Missing Step for Mastering Multiplayer Game Dev
I remember playing couch co-op with family and friends, eagerly fragging my older brother while romping through the rings of Halo and playing so many games with so many friends. This is how many gamers are introduced to some of their favorite titles, or at least used to be! But there’s another casualty of losing… Continue reading Local Multiplayer: The Missing Step for Mastering Multiplayer Game Dev
Thoughts on catching process lifecycle signals for running game server processes
TIL: godot/unity/unreal don’t let you write code for when a process lifecycle signal is sent to the running process. That means if you’re running a godot game server process as a systemd service and decide to “systemctl stop” the running server instance, you can’t write GDscript to catch that “graceful shutdown request (SIGTERM)” signal! One… Continue reading Thoughts on catching process lifecycle signals for running game server processes
Impressed with Grokipedia’s Game Programming Articles
Grokipedia is a new contender in the encyclopedia space. The website represents an AI curated knowledge set that is currently accessed via a search input. Obviously I sought to see how it handled topics I hold near and dear: game programming. The articles I browsed were as follows I must declare that the Video Game… Continue reading Impressed with Grokipedia’s Game Programming Articles
Local-first, Offline-first Programming with AI: When?
AI usage among programmers has only increased since its introduction. We began with a chat interface that we could query, craft program solutions, and copy + paste into our projects. Then we got AI assisted development patterns where the AI could sit in your editor and provide suggestions. We’re at a stage now where its… Continue reading Local-first, Offline-first Programming with AI: When?
📚 Grimoires of Programming 📚
Anyone holding the book Systems Performance by Brendan Gregg will feel the weight and take notice of the size. It made me realize that we software engineers are in the business of collecting Grimoires. Anyone who has watched Frieren know that not all Grimoires are created equal. I’d like to talk about some recent ones… Continue reading 📚 Grimoires of Programming 📚
Useful Enums for MediaPipe Hand and Pose Landmarker Model
I’ve been working with Google’s MediaPipe which is a augmented reality (AR) library that can be used on low power devices (such as a phone). Basically MediaPipe is a collection of pre-trained AI that lets a developer do some interesting things. You can use it for single images or video sources such as a webcam.… Continue reading Useful Enums for MediaPipe Hand and Pose Landmarker Model
Competitive Fighting Games as Framework of Game Combat System
It’s difficult to provide a generalized statement but I can say I observe there exists common things in the kinds of games that I typically want to make. I find they typically involve understanding character (and object) animations in terms of animation clip transitions and the vocabulary common to fighting games. More about my hypothesis… Continue reading Competitive Fighting Games as Framework of Game Combat System
Techniques to Mitigate GameLift Anywhere’s Odd Delays
AWS GameLift is a cool product allowing game developers (hobbyist or professional) to develop multiplayer projects. You provide the game server executable and GameLift will take care of hosting the server processes, to your specifications. They even have a collection of features called “GameLift Anywhere” that supports a local development. Say you want to test… Continue reading Techniques to Mitigate GameLift Anywhere’s Odd Delays