I have been making video games for over a decade, most notably at Bethesda, where I worked primarily as a Systems and AI programmer.
You can find a bit more information about me and the games I shipped on my website.
I do love problem solving and optimization, but if I'm honest, what I love most about programming is that it is how I get to be creative. It is how I make things!
There are so many cool game ideas out there that are waiting to be discovered. And some of them, I believe, will only appear because somebody somewhere wrote an interesting piece of code. My goal and hope is to find some of those pieces of code, and then to turn them into memorable games!
When I’m not working on Video Games or tools for video games though, I enjoy fiddling with electronics and robots. You can follow me on twitter, or you can also contact me directly right here.
Jean Simonet takes a deeper look at how new language features, such as Coroutines, Closures and Continuations can help game programmers write more robust and readable Gameplay and AI code. This is a follow up to his article Logic Over Time.
Game programmers write state-machines all the time, and yet the way we do it is often un-intuitive, over-engineered, or prone to mistakes. There is a better way, one that takes advantage of the new features of our game programming languages.
[Blog - 03/10/2016 - 03:14]
Hey there Raziel r nI ...
Hey there Raziel r nI was just looking back through my articles, and just noticed your reply, only 9 months late, no big deal : r nYou 're right about yield instructions and iterators. The more I think about them, the more they look like a work around rather than ...
[Blog - 02/08/2016 - 01:14]
[Blog - 02/03/2016 - 01:18]
Thanks for sharing, it 's ...
Thanks for sharing, it 's nice to see what assets end up actually useful. r nI bet the list of assets you originally bought is twice as long :
[Blog - 01/28/2016 - 08:05]
Thanks for pointing this out ...
Thanks for pointing this out Ed, you are absolutely right about needing to clean up data. That 's in fact why the Iterator block that coroutines in C are built on implement the IDisposable pattern. This means in turn that you can write code like this: r nIEnumerable MyCoroutine r ...