Introduction I develop video games since 2002. I worked full-time from 2002 to 2013 in a AAA video game company (mostly C++, PC and Console games). And I run Frozax Games as an independent developer (during the evenings and week-ends) since 2005. In 2013, I started a new full-time job in a network security company,… Continue reading Unit testing in video games
Category: programming
Automatic APK versioning with git and gradle
Until recently, all my Android mobile games were built using Eclipse. As I made a new game recently, I found out that now everything is made for Android Studio and Gradle. I didn’t want to change my build system at first but recently found two reasons to make the change: I want to use recent… Continue reading Automatic APK versioning with git and gradle
Why I stopped using Unity3D after two months and a working prototype
Two years after my previous mobile game, I decided to start a new 2D puzzle game. I wanted to try a new technology and chose Unity. In this article, I’ll explain why I chose Unity in the first place, and describe what I liked and disliked. After developing a fully working prototype of my new… Continue reading Why I stopped using Unity3D after two months and a working prototype
C# CSV Reader (compatible with unity)
Why? I need a CSV (comma-separated values) parser to use in my next project, in Unity (C#). I looked at existing parsers but all the ones I found were missing some features, or not available in source code. I ported the simple but efficient parser I made in my mobile games to C# (was C++).… Continue reading C# CSV Reader (compatible with unity)
Mersenne Twister PRNG C# implementation
I’m trying Unity 3D and needed a random number generator that would run exactly the same on every platform. I don’t want to use Unity’s RNG because I can’t risk it to change in an update. Therefore, I implemented my own Mersenne Twister implementation in C#. This code is based on the Python implementation of… Continue reading Mersenne Twister PRNG C# implementation
Commander sa Freebox dans Minecraft: Inutile, donc Indispensable!
English version Voici un article à propos de mon dernier projet annexe: commander sa Freebox dans Minecraft! Bon, ce n’est pas aussi pratique que d’utiliser la télécommande mais c’est intéressant à faire et ça fonctionne bien! 🙂 Vous pouvez le voir en action dans la vidéo, je détaille ensuite la technique. Comment ça marche ?… Continue reading Commander sa Freebox dans Minecraft: Inutile, donc Indispensable!
Controlling your TV using Minecraft: Useless, but Fun!
Version en Français Here are the details of my latest side-project: controlling my TV from inside Minecraft! It’s surely slower than using the remote control, but it was interesting to make and it’s working! You can see it in action in the video, and read about the technical aspects below. How does it work ?… Continue reading Controlling your TV using Minecraft: Useless, but Fun!
How I developed and released a mobile game in 45 hours
Developing a game always takes longer than expected. I made an experiment and tried to develop a simple but descent game quickly, while keeping tracks of time spent on each feature. I also wanted short development times to see if I can make a profitable game, even if I were paid for it (I’m not… Continue reading How I developed and released a mobile game in 45 hours
Building for Android with Cocos2d-X (NDK+JDK) in one step
One Step to Better Code Recently, I’ve read once again the old but awesome article “Joel Test : 12 steps to better code” (do it now if you haven’t). When developing Don’t Feed the Trolls, I always had a few steps to build a new android version of the game. I made a few scripts… Continue reading Building for Android with Cocos2d-X (NDK+JDK) in one step
A simple but useful Finite State Machine (FSM) in C++
Why? When developing games, I often need FSMs. Most of the time, they are simple with only a few states. Some examples of state machines I used in previous or current games: Tutorial: each state represents a step in the tutorial UI : The animated elements are using a FSM to transition from “on-screen” to… Continue reading A simple but useful Finite State Machine (FSM) in C++