Noel

Independent game designer and programmer. Created Subterfuge, Casey's Contraptions, Flower Garden. Runner. Cyclist. Nature enthusiast. Magic addict. @noel_llopis.

A Day in the Life

High Moon Studios is an unusual company in the games industry. We’re applying agile methodologies for all of our development. My team in particular is using both Scrum (an agile management methodology) and Extreme Programming (an agile engineering methodology). And yes, that means we’re doing pair programming, test-driven development, and all the other often controversial practices. I expect that in a few years, these practices will be a lot more common than they are today. Continue reading

CppUnitLite2 1.1

At this point, we have been using CppUnitLite2 for a year at High Moon Studios doing test-driven development on Windows, Xbox 360, and some PS3. It has been used to unit test libraries of an engine, pipeline tools, GUI applications, and production game code. Continue reading

Are We There Yet? SlickEdit’s C++ Refactoring

Jumbo shrimp. Instant classic. Military intelligence. C++ refactoring browser. Spot the pattern yet? Up until recently, there have been more sightings of Nessy and Bigfoot than of working C++ refactoring browsers. After months of using refactoring intensively in C++, my fingers are screaming for mercy and threatening me with repetitive stress syndrome. Fortunately, things seem to be changing a bit. I recently learned of SlickEdit‘s support for C++ refactoring, so I couldn’t resist taking it for a test drive. Continue reading

The Quest for the Perfect Build System (Part 2)

A couple of months ago I looked at various build systems in the hopes of finding an ideal one for C++ development. In particular, the most important criteria I was using was iteration time for incremental builds. Jam was the clear winner and things looked good.

Fast-forward a few months and one aborted attempt at implementing that build system, and there are now more unanswered questions than answers. It turns out that Jam and its successors were far from the perfect solution I had envisioned, so I was back to square one. I took this opportunity to look into all the build systems I had left out of the first article, plus all the ones that other people asked me about since then, to come up with a much more comprehensive evaluation.

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