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An introduction to crash reporting

Date July 30, 2023
Views 174 Views
Reading Time 3 Mins Read
Despite our best intentions, our programs will likely crash at one point or another. If this has happened on your own machine then you have your debugger at hand, but if it has happened on a user’s device this becomes more problematic. A solution for this is crash reporting: a crash dump which is sent to you for debugging, as well as any relevant log files.

Writing a logging system

Date June 4, 2022
Views 529 Views
Reading Time < 1 Min Read
No matter what game we are making, robust logging is essential. It is an essential tool for the developer (and for more technical players), assisting both during development and after a game is release. My custom C++ engine, Genesis, has had a logging from the earliest days, but it has received some upgrades recently to make it easier to use. I thought it might be helpful to other developers to write an article about the considerations which go into writing such a system, as well as share some code snippets. (more…)

HEXTERMINATE – Towards a Linux build

Date August 18, 2021
Views 206 Views
Reading Time < 1 Min Read
Let’s get HEXTERMINATE running on Linux. How difficult can it be? Beyond that, the engine receives some significant upgrades as we move towards Build 18.

Crimson Sun uploaded

Date August 13, 2012
Views 168 Views
Reading Time < 1 Min Read
2003… has it been that long since I have coded it? Giving the oldie Crimson Sun a new home, it is once again available for download if anyone feels like exploding some spaceships during the lunch break.
Work in progress
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