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Programming
A PC Programmer On The Mac
Written by Paul Stevens   
Monday, 20 July 2009 05:00

A few months ago, RiverMan Media began developing games for the iPhone and iPod Touch. Not surprisingly, the iPhone development software only runs on the Mac, and so I, a lifelong PC user, had to learn the other side. This article is all about what it took to adjust to the Mac as a game programmer, and what I did to get my user environment as comfortable as possible. I'll show you exactly how I went from disliking a Mac out of the box to enjoying it thoroughly.

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Object Oriented Game Programming: The Scripted Event System
Written by Paul Stevens   
Thursday, 02 October 2008 03:37

The Scripted Event System has saved me more time than any other idea I've ever had as a game programmer. We use it everywhere. It controls cinemas, runs AIs, executes visual effects, creates complicated character animations, and much more. By itself, it is a powerful and flexible system, but its true strength comes from how it works in conjunction with the Behavior System and Robot Functions.

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Programming MadStone: Drawing a Wall of Blocks
Written by Paul Stevens   
Sunday, 06 July 2008 20:35

Early on in the development of MadStone, we thought it would be cool if the play field looked like a castle wall made of stone blocks. There should be blocks of different sizes and shapes, and all of the blocks should look like they fit together, no matter what shape the overall structure took on.

Sounds easy enough, right? If MadStone was built in a 3d engine, this would have been done for us, but MadStone is entirely a 2D game. The challenge here was making a set of completely 2d blocks look like they fit together in 3 dimensions.

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Programming MadStone: Fairer Than Random
Written by Paul Stevens   
Sunday, 06 July 2008 18:54

Random Not Fair Enough?

When you break blocks in MadStone, new blocks fall from the top of the screen, as if you are chipping away at an infinitely tall structure. During MadStone’s early days as a crude prototype (free download available soon), the game generated new blocks and MadStones by picking one randomly based on a set of ratios. For example, you might get a 1x1 block as your next block 20% of the time, a MadStone 10% of the time, etc.

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Abe Pralle's Codeblog
Written by Jacob A Stevens   
Tuesday, 03 June 2008 15:57
My good friend Abe Pralle just started a new blog focused on programming topics and game development. Check it out here:

http://abepralle.wordpress.com

Abe is the mastermind behind the programming language Slag and the graphics framework PlasmaCore. Abe has been a programming instructor at Northern Arizona University for years, but now he is finally opening up his mastery of coding knowledge to the world. If you’re a game programmer or want to become one, I highly recommend you check out Abe’s new blog!
 
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