Indie iPhone game development

Mock Objects: Friends Or Foes?

In a previous article we covered all the details necessary to start using unit testing on a real-world project. That was enough knowledge to get started and tackle just about any codebase. Eventually you might have found yourself doing a lot of typing, writing redundant tests, or having a frustrating time interfacing with some libraries [...]

Nitty Gritty Unit Testing

It’s one thing to see someone drive a car and have a theoretical understanding of what the pedals do and how to change gears. It’s is a completely different thing to be able to drive a car safely on the street. There are some activities that require many small details and some hands-on experience to [...]

Managing Data Relationships

I’ve been meaning to put up the rest of the Inner Product columns I wrote for Game Developer Magazine, but I wasn’t finding the time. With all the recent discussion on data-oriented design, I figured it was time to dust some of them off. This was one of the first columns I wrote. At first glance [...]

Data-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With OOP)

Picture this: Toward the end of the development cycle, your game crawls, but you don’t see any obvious hotspots in the profiler. The culprit? Random memory access patterns and constant cache misses. In an attempt to improve performance, you try to parallelize parts of the code, but it takes heroic efforts, and, in the end, [...]

Dirty Coding Tricks

If you haven’t read it already on Game Developer Magazine, don’t miss the Dirty Coding Tricks feature article on Gamasutra. I contributed two “dirty tricks” used in some of my past projects. Identity Crisis deals with the horrors of a CRC clash on a resource right before submitting the gold master. And The Programming Antihero shows [...]