Links: Game-Object Component Architecture

The game-object component architecture seems to be a design technique that’s gaining (or has already gained?) traction in the gaming industry. We’ve implemented a similar design at my daytime workplace with a slant toward simulation training, but until it gets further along I can’t talk about it publicly. Maybe one day I’ll write an article.
Lately I’ve [...]

The Imperfection of Life in WALL-E

Some food for thought from WALL-E director Andrew Stanton:

Life is nothing but imperfection and the computer likes perfection, so we spent probably 90% of our time putting in all of the imperfections, whether it’s in the design of something or just the unconscious stuff. How the camera lens works in [a real] housing is never perfect, [...]

Abstraction in User Interface Design

I've been focused on a lot of tool development lately, and in my quest to design the best possible tools my mind has wandered into the concept of abstraction and how it is everywhere in software.
In the world of languages, low-level assembly was developed to abstract out of bits and bytes, while C and FORTRAN were [...]

Clever or Straightforward code?

An engineer wrote some code today that at first glance confused me. I read code like I read the English language, which is to say I read patterns of code and recognize algorithms to piece together program flow, and in this particular case I didn’t recognize the pattern.
Anyway, the code looked a little something like [...]

Principles of good design

I’m still reading through the book Dreaming in Code. It’s taking longer than I had hoped, but sometimes it’s been a difficult read for me – not because it’s a bad book or bad writing, but because sometimes the author is describing something about software development of which I have enough personal knowledge that his [...]