Category Archives: GDD

Optimizing & engineering (GDD#5)

Welcome to another episode of Game Development Design. This time I’m going to talk about the world of optimizing and engineering code: When and how much should I optimize? What level of generality is reasonable? What are the dangers of code improvements? How can I prevent common mistakes and bad habits?

Errors (GDD#4)

This article is about a topic that is one of the pillars of writing good code: Error reporting. It is what a programmer does when he or she thinks that there’s something wrong which should not go wrong. And because professional programmers want to know when something goes wrong, it’s incredible important to do error… Read More »

Message Bus (GDD#3)

There’s a common problem in software design that doesn’t only exist in game development called code dependencies. In a project, small or big, every developer comes to the point where several modules depend on each other: The GUI renderer depends on the health points and inventory, the inventory depends on the object pool and player… Read More »