It’s that time of the year again: days are getting longer, the weather is slowly getting warmer, and a hint of change is in the air. That can only mean one thing: the Game Developers Conference is approaching again! This article will help you navigate your way around GDC more successfully and help you get the most out of this year’s conference.
Stepping Through the Looking Glass: Test-Driven Game Development (Part 2)
Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. After you try this, you might become test infected and may never be able to go back and write code the way you’ve done up until now.
Stepping Through the Looking Glass: Test-Driven Game Development (Part 1)
If you’re a typical game developer, you probably don’t write any tests for the code you create. So how would you feel about not just writing tests, but creating them before the code they are testing? What if I told you those tests don’t even verify that the code you write is correct? “It’s madness,” you might say; “it’s all backwards!” Not really. It all makes sense in its own way. Follow me through the looking glass and I’ll show you the wonderful upside-down world of test-driven development and how we can apply it to games.
How Incredible Is Incredibuild?
There is no doubt that Xoreax’s Incredibuild will speed up most full builds of C++ projects using Microsoft Visual C++ to varying degrees. I’m not going to argue that. But is using Incredibuild in your project really a good idea?
Even More Experiments with Includes
One aspect of the scientific process is publishing detailed experiment descriptions and results so that they can be independently verified by other scientists. That’s exactly what I decided to do after reading Kyle Wilson’s surprising results in his article “Experiments with Includes.”