I’m trying my best to reconcile my blistering rage regarding Microsoft’s application of the Kinect versus my amazement at the hardware itself. It’s hard to argue with impressive technology, but from watching today’s white-knuckled attempt at convincing gamers that the Kinect experience is a match made in heaven with traditional gaming, I had to take [...]
Posts under ‘Game dev & design’
My $.2 on Android dev vs iPhone dev
I’ve recently had the good fortune of reaching the point where my Java proficiency is such that I’m finally able to create something, rather than just poke at the language and see what it does. It’s been a while since I felt like I could actually speak a new language, and the process has been [...]
Finite state machine, J’adore
I tend to program in a results-first orientation, which means I often simply don’t find the time or benefit in implementing design patterns or frameworks such as PureMVC or Robotlegs, or even less complex ones. This is not because these patterns are without merit (quite the contrary), but because in my experience the scale and [...]
Thoughts on Sonic the Hedgehog
I have a long lasting relationship of frustrated ambivalence when it comes to Sonic. As a kid I borrowed a friend’s Master System to play that system’s port of the first title, and I absolutely, truly enjoyed it. In retrospect I enjoyed it much more than the “real” 16-bit title, and I still feel the [...]
New open source project: Sound control
Another quick holler to let you know I’ve gone and published a working library to the DSoundSystem Googlecode repository. It’s a library wrapping the native Flash sound API allowing much tighter control of sound playback, giving you a proper cue/track/mixer setup and a real birds-eye view of sound in your application. A core feature is [...]