Category Archives: Game Programming

References For The Win


I love single character code changes that generate massive performance improvements. Unreal has had static code analysis passes not too long ago. It’s surprising that SA didn’t identify this issue. It’s also unlikely that programmer code reviews would have detected something as tiny as a … Continue reading

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July 4, 1977


It was the summer before 4th grade. Jimmy Carter was president. Apple Computer had just incorporated, and the Atari 2600 video game console had been released, but personal computers were still a novelty. I wouldn’t use a PC for many more years. … Continue reading

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Baking with Swarm


One of the challenges in game development is pre-computing static lighting. Emulating photons bouncing around in a virtual environment can require legions of compute cycles. This process is called baking. The end result is a lightmap, a compact data structure that represents the way … Continue reading

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VR Toolset


It was fun to compare and contrast the toolset we’re using at HBO for the creation of VR products with what the folks at Oculus Story Studio are using. More similarities than differences. Story Studios’ Dropbox solution as a backup system is rather clever.

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VR: Inside Looking Out


For the past year, I’ve been working on virtual reality projects at HBO. We’ve learned a ton, but there is still so much we don’t know. Although VR experiences borrow from the language of film and borrow from the language … Continue reading

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Package Perfect


Recently I needed to package up an Unreal build for distribution. You can do this from the Unreal Editor v4.6 by selecting File->Package Project. However, I wanted to automatically create packages on a build machine without human intervention. That meant I … Continue reading

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Random Fail


One of my common software interview questions involves the creation of a game board. Part of the problem includes the generation of random numbers. If the candidate is writing in C/C++, the typical code I see looks something like this: srand(seed); // one time … Continue reading

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