As I mentioned in my last post, I was able to hook up with a local team from The Greater Gaming Society of San Antonio and participate in this year’s Global Game Jam. Global Game Jam庐 (GGJ) is the world’s largest game creation event taking place around the globe. This year’s theme was “lost and found” and the team decided that a private investigation / noir type game would be fun. So my teammate Ansley spun up some art and Wes composed some music and we got to work. We ended up naming the game “Chase Ventura: Kid Detective” – a mystery game where you have to find clues as the neighborhood kid sleuth to “solve cases”.
The game’s title screen
Overall it was a super cool experience. I was lucky to have a great team; they produced super quality assets to work with and were great at communicating and providing feedback. I wish there had been more time to implement all of the ideas, there was just too much to do in such a short amount of time. I guess that’s the nature of game jams though. I also wrote the game’s systems from scratch and that detracted a lot of time as well. Unfortunately with four hours to go and tons to do, I had to strip virtually every idea out of the game to get something shipped, so you basically get a cut-scene, and then walk around the neighborhood and talk to the various characters Ansley created. Fortunately I feel like our team was on the same page and the game, the art, and the music fit well together. Here are some stills from the game:
I put up a little time-lapse of the last four hours of the Jam condensed to 10 minutes (the deadline was at 5pm CST and I think I submitted at 4:56pm):
I’m super thankful to my wife for being supportive as I basically spent 48 hours binging over code. Also a big thanks to John and his team over at the Greater Gaming Society of San Antonio for putting on the event and helping me get on a team to participate.
If you haven’t ever done a game jam I think it’s a great exercise from a development perspective for a few reasons:
Even though I broke every programming best practice, from DRY to bad spaghetti code, the time constraints force you to move forward with the mistakes and take the least path of resistance at every turn, forcing you to write a lot more code and figure out problems quickly on the fly.
Letting your team dictate the idea and direction of the game takes you out of your comfort zone for games or projects you would normally make.
Reviewing your own code after the fact gives you an opportunity to review what you could have done to make the code better / more extensible if you had ideal conditions.
While it was stressful, It’s also great fun in general. We also ended up taking second place out of our portion of the GGJ, and I am pretty happy about that 馃榾.
I spent this past weekend attending Handmade Seattle which is an independent, low level programming conference. It is usually held in Seattle but due to the ongoing COVID-19 pandemic, this year’s conference was held online.
First things first: wow. I was blown away.
I was really impressed at the quality of speakers and the content they brought to the table. It never ceases to amaze me how many smart folks are out there deep diving into complicated topics and sharing what they learn with the rest of us. Huge kudos as well to Abner Coimbre for organizing the event and the job he did facilitating as its host. Abner did a fantastic job of being professional and informed with the topics he discussed with the speakers while managing to keep it real in true indie fashion 馃槑.
Some of the talks were interviews between the speakers and the host, some were pre-recorded presentations or podcasts, but all ended with a Q&A with the speakers where all ticket holders were able to engage directly with the speakers using a private Matrix chat for which an invite was sent upon ticket purchase. It was really cool to see Matrix used like this in the wild, especially as it’s a project that my company recently invested millions into. I love the idea of this open, decentralized communication platform of the future. If you do too, we’re hiring engineers to help bring Matrix to Automattic 馃槉.
Without further ado – I have included a list of the speakers below with a brief take on some of their topics with links to where you can check out more of what some of these folks are doing.
Speakers: Day 1, November 14th 2020
Freya Holm茅r Indie Game Dev – Developing Shader Expertise
This was my first exposure to Freya as I haven’t dipped many toes into the shader world but oh. my. god. This is the person that accidentally created the industry standard shader editor for the biggest game engine in 2014?
What a way to kick off this conference. Freya spoke heavily to the value in focusing on one thing and really digging down. In that, however, she emphasized a few points that I think is fantastic advice in general:
Only learn the things you need to learn to do what you need to do.
Don’t try to step into dozens of different topics, drill down and master one.
Laser focus on one thing will result in getting more done faster.
I love this because it’s a super common problem in the tech world and for learning in general. You start working on a project, but there is so much to learn that it’s easy to get distracted or never progress because you start looking into the various adjacent technologies. You end up becoming okay at the basics in a dozen technologies but have no deep understanding required to truly innovate.
By the way, her YouTube channel is so good. Among other things, she has a dedicated series called “Math for Game Devs” which will make you a better game developer.
Nuno Leiria Polystream Senior Engineer – Modern CPU Optimizations: From the kernel to the cloud
This was so good. I know I probably sound like a broken record, but wow. Here was a AAA production solve for a performance bottleneck. The first obstacle had all of us laughing. Whoever had “Adobe Updater on the Server” on their systems bingo card, cash in that ticket!
Beyond that, Nuno orchestrated a deep dive into performance profiling. On this particular project, he and his team went so deep into the matrix that they ended up discovering a bug in the Microsoft kernel. What’s more, they were able to provide specific enough information to have that bug patched, fixing their application.
Yes, I couldn’t believe Microsoft actually patched a kernel bug either 馃槉.
Joey de Vries Author – The History behind learnopengl.com
Really great talk about the history behind learnopengl.com and how Joey ended up starting what many to be the definitive resource behind learning what is basically the industry standard in graphics rendering.
Joey also has a new book: Learn OpenGL: Learn Modern OpenGL Graphics Programming in a Step-by-step Fashion which I will definitely be picking up!
Ram贸n Santamar铆a Epic MegaGrants Recipient – Developing a Handmade Mindset for raylib
This guy. I have pretty much been Ram贸n’s self-proclaimed #1 fan for about a year now, and I knew that this talk was going to be amazing but holy moly.
How do you make an entrance into an indie programming conference? How about starting your presentation by compiling it from vanilla C source to web live using the software you wrote.
Do you think it stopped there? Um…..
I can fit on zero hands the amount of folks that thought guitar, cooking, and tree pruning would be the core tenants of a software conference talk.
Ram贸n expertly translated how he applied these three passions from his life to his approach to software development. I won’t be able to give this talk its due justice here, so I highly recommend checking out the recorded video.
Elizabeth Baumel Unity3D Engineer – You CAN Teach an Old Programmer New Paradigms!
Data Oriented Design. This is the content I purchased my ticket for. Elizabeth teaches DOD for a living and expertly broke down components of DOD using various worksheets throughout her talk:
This is my favorite software presentation slide ever:
Andrew Kelley, Ginger Bill, Joshua Huelsman Compiler Writers – The Race to Replace C and C++
Excellent podcast between uber smart developers who work heavily with compilers and bring different perspectives to the table. Bill is the creator of the Odin Programming Language and converted many of his strong opinions into actions into his programming language. Josh is the creator of the Jiyu programming language and also worked on Johnathan Blow‘s upcoming Jai Language at Thekla. Andrew is the creator of the Zig Programming language. Abner keeps everything in order 馃槉.
Gal Zaban Security Researcher – Linux Kernel Adventures: Reversing & Exploiting a Linux Driver
馃く. A very humbling talk about exploiting systems via kernel device drivers. Gal’s talk goes deep into the matrix, discussing and breaking down ioctl syscalls in depth.
This is one of those talks I’ll need to watch again….more than once 馃槄.
Vegard Nossum Kernel Developer – Parallelisation in the Linux Kernel
Outstanding presentation from a true legend in the space. Check out this rig that his friend built:
This is a computer with 6,144 cores. Yes, Linux supports this.
As a point of reference, Windows supports a max of 256 cores.
Linux Parallelism is state-of-the-art
Vegard Nossum
This talk perfectly covered the topics required to understand parallelism without going too deep into the rabbit hole on each branch (note: it is easy to do this). This is another talk I’m not capable of delivering justice to and highly recommend checking out Vegard’s work, white paper, and the talk itself.
Hannah Gamiel & Eric A. Anderson Myst VR Directors – Cyan, Inc.
Myst is upcoming VR game – but you already knew that. This interview was a cool chat between Abner and the directors of the project.
One recurring topic in the podcast was the obstacles encountered via a sudden switch to remote work during the global pandemic. In the private chat I told Hannah she could reach out if she wanted some insight on some best practices, as I know a few folks who set the gold standard for remote work 馃槒.
Other than that, it was just super cool getting a behind the scenes look at the folks @ Cyan and how they approached work on Myst and their transition to remote.
Randy is a legend in the low level programming game space. If you’ve ever worked in this area you know about the Cute Header Libraries.
This talk highlighted how good these small and useful libraries actually are and referenced future improvements I wasn’t even aware of, like networking libraries supporting both TCP and UDP. He also laid out the roadmap for the project and what we can expect to be released within the next year or so. It’s always cool to know awesome projects are under active development working towards features everyone wants 馃榾.
Abner Coimbre System Software Engineer – A New Terminal Emulator
I was super looking forward to this as I basically live in the terminal, but it was postponed and totally understandably so. Abner has a working demo and is ready to present but was working so hard to host and keep everything organized that he chose to delay this a bit. Respect.
Allen Webster, Ryan Fleury The How And Why Of Reinventing The Wheel / (Introduction To Dion)
DION
DION
DION!!
It turns out the hype was worth the wait as Allen and Ryan revealed Dion to the world in a big way.
These guys weren’t kidding about reinventing the wheel. Imagine programming as you know it re imagined. When writing this I had a really hard time defining everything I was seeing, so I’ll let Ryan share his take:
Dion is our experiment at a new iteration of what it means to program. Our existing programming tools are hamstrung, and it shows; they are often dumber, slower, and more difficult to use than it feels like they should be. We (Dion Systems) have a theory about why that is, and we’re focused in on demonstrating what we think is the solution.
Dion aims to be an entire computing environment with one key tweak to the architecture of the programming systems we’re familiar with. Instead of storing code as text files, we store it as a more direct, structured representation that more closely maps to a traditional abstract syntax tree (which is a data structure that a compiler, for example, will use to store extracted semantic information from code).
Instead of storing code as text files, we store it as a more direct, structured representation that more closely maps to a traditional abstract syntax tree
This key tweak opens many doors. We now have the freedom to render code in different ways, achieve much smarter tools with much less effort, iterate on the user-interface and user-experience of the programmer, surface more sophisticated information about code, provide more insight for experts, improve the educational experience for beginners, and more, all with much less work.
We’re not done with our experiment, and our demo is just a first glimpse into the kind of future that rethinking the architecture of our programming environments can bring, but we’re really excited with what we’ve found so far, and wanted to share that vision with the Handmade community.
our demo is just a first glimpse into the kind of future that rethinking the architecture of our programming environments can bring
There were too many “omg” moments for me to count but a few include:
All functions/procedures can be built by themselves.
How you view the code is up to you. Inline braces, newline braces, no braces, it’s all on the table.
Instant feedback on changes, errors, etc. The system knows not to build until something is fixed.
Zooming in and out on code granularity. This is crazy to watch. You can look at all definitions and calls, or just the calls or definitions.
Function arguments, variable declarations update their references instantly. By the way, this isn’t matching a string to do it. What? 馃く
I’m so excited to see where this project goes. There are a few hurdles the team will need to overcome (e.g. version control) – but there are more possibilities than there are obstacles…. you can count on that.
Between the interviews, there were “5 minute indie demos” which showcased some extremely interesting up-and-coming projects. Here were a couple that stood out to me:
Ripcord
This is one of the coolest cross-platform chat clients I’ve seen in a long time. It reminds me a lot of the old Trillian days. Remember Trillian? It would bring your AIM/ICQ/IRC convos into a single client.
Built in qt, it is a program designed to bring all of your various modern-day chat programs into one place in a localized client – without needing four 2GB electron apps murdering all of your CPU and RAM.
From the website, check out some of the features (emphasis mine):
Features
Not made from a web browser
Tabs
Multiple windows
Multiple accounts
Voice chat (Discord OK, Slack WIP)
Graphical emoji and custom emoji
Tab completion for user names and emoji
Customizable fonts, colors, and sizes
Custom bookmark lists for easily accessing only the channels you actually use
Variable DPI and multi-monitor support
Low CPU and memory usage
Zero GPU usage
No tracking or analytics
No installer or forced updates
Here are some screenshots of the software:
I’m already tooling around with this, and really excited to see how this project evolves!
WhiteBox
A really cool tool that compiles, runs, and debugs real time as you write code 馃槻. Is there more to say? Check it out below: