Game Development

Vol. 6 No. 7 – November/December 2008

Game Development


Scaling in Games & Virtual Worlds

I used to be a systems programmer, working on infrastructure used by banks, telecom companies, and other engineers. I worked on operating systems. I worked on distributed middleware. I worked on programming languages. I wrote tools. I did all of the things that hard-core systems programmers do.

by Jim Waldo

Better Scripts, Better Games

The video game industry earned $8.85 billion in revenue in 2007, almost as much as movies made at the box office. Much of this revenue was generated by blockbuster titles created by large groups of people. Though large development teams are not unheard of in the software industry, game studios tend to have unique collections of developers. Software engineers make up a relatively small portion of the game development team, while the majority of the team consists of content creators such as artists, musicians, and designers.

by Walker White, Christoph Koch, Johannes Gehrke, Alan Demers

Code Spelunking Redux

It has been five years since I first wrote about code spelunking, and though systems continue to grow in size and scope, the tools we use to understand those systems are not growing at the same rate. In fact, I believe we are steadily losing ground. So why should we go over the same ground again? Is this subject important enough to warrant two articles in five years? I believe it is.

by George V. Neville-Neil

Kode Vicious

Debugging Devices

I hope you're lucky enough to have decent documentation and support from your vendor. If not, then I'll see you at the bar. I'm the guy sitting alone at the far end, crying into a chip manual with an always-full gin and tonic. My bartender knows me well.

by George Neville-Neil