~/talk

Critical Path Coding

Talkat Konsoll 2017 · 2017-10-05..10-06· [software-architecture, game-development]
slides:none on file

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

  1. 0:00Introduction
  2. 2:12Critical Path Thinking
  3. 4:20Time to Triangle
  4. 6:28Transparency
  5. 17:04Critical Path
  6. 19:52Cost of Rebuilding
  7. 22:37Direct Line Thinking
  8. 27:13Physical Cogs
  9. 29:57Games
  10. 36:07Complexity
  11. 41:32Take small steps
  12. 44:14Code is good code
  13. 45:50I dont bite hard
  14. 46:09Future proof
  15. 46:29Real time systems
  16. 47:20Good processes
  17. 49:19Tips for game designers
  18. 51:06When to rewrite code
  19. 54:05University vs Self Learning
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