Critical Path Coding
summary
Argues for solving the immediate blocker rather than redesigning everything: implements a premultiplied alpha shader in an afternoon to fix transparency; uses UV‑scrolled pre‑baked dice animations instead of costly physics; passes a 48‑hour soak test by doubling memory allocation; rewrites a broken animation blender over a long weekend to meet performance; adopts a “rule of three” before generalizing code; generates playable cog puzzles procedurally; and ships a sleeping-render-thread fix for an elusive race condition.
AI-written summary · about
chapters (19)
- 0:00Introduction
- 2:12Critical Path Thinking
- 4:20Time to Triangle
- 6:28Transparency
- 17:04Critical Path
- 19:52Cost of Rebuilding
- 22:37Direct Line Thinking
- 27:13Physical Cogs
- 29:57Games
- 36:07Complexity
- 41:32Take small steps
- 44:14Code is good code
- 45:50I dont bite hard
- 46:09Future proof
- 46:29Real time systems
- 47:20Good processes
- 49:19Tips for game designers
- 51:06When to rewrite code
- 54:05University vs Self Learning
related talks
29mReal Programming
53mFirst Pass Final Pass: making animation rock while on the indie clock
39mFantastic Bottlenecks and Where to Find Them
01h 02mKeynote: Development Environments Shape Programming Solutions
33mProcedural GUI & GFX
59mPlaying Video Games One Frame at a Time
55mBlueprints In-depth - Part 1
57mOptimising Data Building In Game Development
