SimCity 5 Technical and Business Analysis
Some technical analysis of the new SimCity game, and some thoughts about the business decisions behind those technical decisions.
Stick Ninjas DevLog 23: Return of the GUI
After last week’s excitement of getting the game networked using, you know, an actual network, I’m back to figuring out obscure networking bugs. And writing GUI code.
Stick Ninjas DevLog 22: Networked at Last!
Finally the wait is over! A new DevLog video – with a demonstration of real, actual, proper, working networking – as promised.
Optimising Dark
Dark was a game that I made over four months in 2009. It contains an advanced 2D vector-based soft-shadow renderer. In this article I will describe how the shadow renderer works and how I optimised it.
Free-to-Play and the Death of the Consumer Surplus
Stick Ninjas DevLog 21: Network Data Compression
Rather than a video, this DevLog is a long blog post about the networking.
Stick Ninjas DevLog 20: Ninja Rope
What would a game about ninjas be without a Ninja Rope.
Stick Ninjas DevLog 19: Lag Compensation
Backwards reconciliation (lag compensation). And showing off some features from previous episodes, working in the graphing tool.
Stick Ninjas DevLog 18: Replicated Events
A very quick episode this week where I talk about replicated events (like explosions).