GenesisEngine: Coordinate Systems

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. This is not going to be a general-interest post so if you’re not interested in my GenesisEngine project or planetary terrain rendering, feel free to move along. Ok, so someone recently sent me an email and asked me…

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GenesisEngine: The Task Parallel Library Is Great But Threading Can Still Bite You

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. The new Task Parallel Library in the .Net Framework 4.0 is intended to simplify the process of adding concurrency to your application and it does a great job of it.  I’m really impressed by how well it hides…

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GenesisEngine: Listen To The Tests!

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. As I wrote last time, I made a bit of a mess in my GenesisEngine project by jamming too many responsibilities into one class.  I’m working on straightening that out and ran across some interesting observations already.  I’m…

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GenesisEngine: Yes, SRP Violations Hurt

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. In the process of my continuous learning about agile development, one of my biggest problems is that it’s easy to find materials that say, “Do this, don’t do that,” but offer only trivial examples at best.  I’m always…

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GenesisEngine: Behavior-oriented Language

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. As I wrote in my previous post, BDD is largely about preserving the flow of intent from your user stories to your unit tests (specifications, in BDD parlance) to your product code.  As developers, we’re in the habit…

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GenesisEngine: Using WPF in XNA and other non-WPF applications

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. There are a couple of posts on the excellent Pandemonium game development blog (which sadly seems to have not been updated recently) that talk about the importance of making your game engine easily configurable and and diagnosable.  That’s…

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GenesisEngine: Input

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. Once I had the event aggregator set up in GenesisEngine I could think about how to turn keyboard and mouse input into events that other parts of the app could respond to. The XNA framework doesn’t offer as…

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GenesisEngine: The Event Aggregator

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. GenesisEngine is still a pretty small code base at this point but there are some design elements that I’m pretty happy with.  I’ll run through a series of posts describing these parts so that people can learn from…

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GenesisEngine: Don’t Get Domain Objects From The Container

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. IoC containers are awesome and I use them in all my non-trivial projects.  However, there’s an interesting caveat when it comes to using IoC containers that isn’t totally obvious: don’t get domain entities straight from the container. Surprisingly,…

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The GenesisEngine Project

Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org. I’ve been working on a personal project off and on for awhile now.  It’s called GenesisEngine and it’s a program that generates and renders a procedurally-generated planet.  I can take in the view down at ground level with…

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