James Hague

@dadgumjames

Occasionally I make something people are interested in.

Vrijeme pridruživanja: veljača 2014.

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  1. Prikvačeni tweet
    10. ruj 2015.

    Computer Science Courses that Don't Exist, But Should

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  2. 28. sij

    Biggest change over the last decade in how I work: Anything with a visual/interactive/UX component I build a prototype in JavaScript (+ HTML) to show to people and start a discussion.

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  3. 20. sij

    I am perfectly fine with there being two.

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  4. 1. sij

    Also when I was learning iPhone dev, I wrote an experimental casual game. It’s still in the App Store.

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  5. 1. sij

    One of those cancelled projects was Guillermo Del Toro’s inSANE. I was the design director. It got tangled up in the old THQ’s financial problems.

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  6. 1. sij

    My 2010s game dev summary. Worked on 6 games in various design roles: director, missions, levels, tech design. 2 shipped, 3 cancelled, 1 ongoing.

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  7. 19. stu 2019.

    SNES Tarzan is the first professional game project I did programming for, in a little office park in Issaquah, WA. Beautiful art, unfortunately not a good game, and GameTek had the sense to cancel it.

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  8. 13. stu 2019.

    Something I wrote in 2013 was rediscovered, and there are "This is OLD. How is this even relevant?" comments. For tech of the moment--like web frameworks--maybe, but development changes very slowly otherwise.

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  9. 26. lis 2019.

    I've been happy with for the most part, but searching for my own "the giant list of classic game programmers" turns up sites that copied the content 17+ years ago instead of the still updated original. On Google it's the top result.

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  10. 4. kol 2019.

    What I want from the Homebrew package manager is this: brew update [self|all|<formula>] and "brew update" on its own is an error. I've made the same mistakes too many times.

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  11. 22. srp 2019.

    "I’ve gone a long time without needing Vim’s keyboard nav shortcuts, but I am finally learning them now, because I accidentally ordered a keyboard with no arrow keys."

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  12. 22. lip 2019.

    I love the invented terms from this history of the Apple Lisa interface. It's 1980: the scrollbar is an "elevator," the area it moves within, the "elevator shaft."

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  13. 14. lip 2019.

    Missed the 10 year anniversary of Red Faction: Guerrilla Jun 2. Mission reviews near the end were some of the most fun I've had in game dev. The rules: 1. No playing your own mission 2. Live with the random loadout you're given Plus guest players were invited to each review.

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  14. 29. svi 2019.

    Never really thought about multiprocessor systems until the 90s, but so many 80s arcade games had multiple CPUs. Qix (1981) 6809 x 2 Dig Dug (1982) Z80 x 3 Pole Position (1982) Z8002 x 2, Z80 Return of the Jedi (1984) 6502 x 2

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  15. 3. tra 2019.

    I am now two pairs of glasses past my profile photo.

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  16. 3. velj 2019.

    It makes file timestamps more meaningful. It's easy to see when the actual content changed, not just the last time a tool ran and rewrote everything.

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  17. 3. velj 2019.

    For a long time now, I've found it useful to have a "write whole file" routine that doesn't do anything if the data is the same as what's already in the file. This is even though it often means reading/comparing the file first.

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  18. 2. sij 2019.

    In case it isn't obvious, Pssst is a ZX Spectrum game and Psssssst is a defunct brand of shampoo.

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  19. 2. sij 2019.
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  20. 1. sij 2019.

    Finally, "Programming as if Performance" was written in 2004. I still like this one. It's only dated because who needs a Targa decoder these days? Mobile support, etc.

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  21. 1. sij 2019.

    "Halcyon Days: Interviews with Classic Computer and Video Game Programmers" now supports small screen sizes, has had a layout and readability pass, and generally moved out of the 1990s.

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