Archive for the 'Orbus' Category


Game Development Tools

(Note: The whole point of this post is to get you to join the IGDA Tools SIG, but I don’t get to that until below the fold, so I’ve decided to just push it up front here for those of you that don’t feel like reading my long tools rant. So, instead, please just [...]

Open Source

I found it interesting a few weeks back when Warren posted something about not wanting to use open source projects because of fear of legal retribution. I can kind of understand this when using anything distributed under the GPL license, and maybe LGPL if you figure you’re going to make lots of changes to [...]

More on the Server Conundrum

So, I’ve started development on multiple virtual servers and I’ve found that VMWare actually makes things easier than I thought it would have, at least for the structure I discussed at the end of the last post. Some things I’ve found that make this setup a bit easier:
First, you can set VMWare to setup [...]

The Server Conundrum

The next big task at Orbus is to get our systems working with what I call “intermediary” servers: enterprise style message queues and things like that. Basically, they idea is that the game can sit and asynchronously pump metrics to the queue without sacrificing performance in the game, and the queue will catch up [...]

On PowerShell

So, I’ve been using PowerShell a whole bunch lately, mostly to write prebuild / postbuild scripts for our product. Now, for most things, a batch file works fine. However, I wanted a few features that powershell really shines at (like date comparisons without downloading extra tools), and I really wanted to see just how [...]

Firefox, Silverlight, Services and ASP.NET Debugging

Edit: If you’ve been having problems with this, it’s because I accidentally missed a step. Firefox will always look for an old process regardless of whether you want to start as a separate profile. To fix this, you need to add the MOZ_NO_REMOTE environment variable with a value of 1. Note: This [...]

MySQL and Visual Studio

So, I’ve been working a lot with Visual Studio, and although it doesn’t do everything perfectly, I tend to like it. One of the things I tend to like about it is its ability to group together lots of seemingly disparate technologies into a single solution file so that you can have all the [...]

More on Generated Tests

Shortly after posting this post about using dlls to run generated code to make sure it’s actually generated correctly, I realized that, unfortunately, that approach doesn’t work 90% of the time, and actually doesn’t work 100% of the time if you’re using C++, unless you find a work around to import objects. If you’re [...]

Testing Generated Code

Edit: This post was superseded by this one. Basically, I realized that this approach for C++ is way to hard and not worth the effort. So, if you’re interested in testing generated code, especially in C++, I’d go read the other article. However, if you’re curious as to how to build, load [...]

Tools of the Trade

So, the official Orbus Gameworks blog, Measuring Gameplay, had a post yesterday about some work I’ve done with integrating metrics into GtkRadiant. Something Darius mentioned, but I don’t think he made a big enough deal about, is my commitment (and, really, Orbus’s commitment) to making sure that our APIs and utilities are easy to [...]