All posts tagged with "detail work"

A Day in the Life of a Programmer

The programming team codenamed our current milestone El Dorado after the mythical city that doesn’t really exist. Most of the stuff that we have been doing towards El Dorado… well, it isn’t ready yet. Also, a lot of it is systems which are transparent to the user (networking, refactoring, serialization, etc.) It’s all important, but it’s not glamorous. We should, however, have a few interesting things to show next week. We (well, mainly Micah) wrote up some of the work that we did on our threading and messaging system, and submitted it to an academic conference; I am pleased to report that HotPAR ’13 (the Usenix Hot Topics in Parallelism conference) decided to accept our paper, which will be presented at some point in June. I should figure out when that is…

So instead of the big Technical Status Update, which we’ll probably do next week, let’s look at a very small slice of life that makes a big difference. A lot of people ask me what it’s like doing game development, as a day-to-day process as opposed to the big picture; this is a good example of what it’s actually like on a given day, what graphics programmer thought processes are like, and so on and so forth. Also, I’ve included the picture of a tortoise next to a pile of ammunition that David refused to last week.

{ read this article }

Posted in Clockwork Empires, Gaslamp, Programming | Tagged , , , , , , , , , , , , , , , ,
18 Comments