Dysnomia Games Game design, problem solving, graphics and audio


Project Offset Blind Giant – YouTube

I'm glad I didn't know about this before it was cancelled, it would have broken my heart even more :)

Project Offset Blind Giant - YouTube.


Icycle – beautiful design, art and immersion




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Do Your Players Know Their Role?



Do Your Players Know Their Role? [Game Design] - What Games Are.


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Hard work is a function of perceived status

Low status carries with it a problem solving outlook

High status brings a sense of entitlement.

Much human discord emerges from a mutually contradictory sense of high status.

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YouTube – ‪Developer Commentary: Ratchet and Clank 2 – Ep 12 – Part 1/2‬‏

Ratchet & Clank developer commentary

YouTube - ‪Developer Commentary: Ratchet and Clank 2 - Ep 12 - Part 1/2‬‏.


‪Just Cause 2 – E3 2009 Walktrough‬‏

How have I not played this, and why is everyone not licensing this engine?

YouTube - ‪Just Cause 2 - E3 2009 Walktrough‬‏.


Object Models in Component Entity Systems

The main approach I'm currently playing with in Component Entity Systems (CES) is Components systems (ComponentType) handle functionality and instantiation.  Components themselves wrap functionality around data in the ComponentType pool.

The question I'm often asking myself:

are there any advantages to storing all Entity data in one place? (effectively building a custom dynamic object model on top of C++)


Atomontage voxel engine

The DataRealms Blog (creators of Cortex Command) pointed me toward a one-man voxel engine project called Atomontage - check this video first and we'll catch up afterwards


Component based Game Entity Systems

I've done a lot of thinking about Entity Systems over the last five years, with literally hundreds of designs and implementations sitting on my hard drive.

It's one of those puzzles I've always enjoyed:

  • it's difficult, and no perfect solution is immediately visible
  • but you can feel that elegance is just beyond your grasp

I've been revisiting old research over the last few days having written a couple more complete testbeds just to see if a couple questionable bottlenecks have been elegantly solved elsewhere - but I need to stop thinking about it for a couple of days, so now I'm going to dump a bunch of links into this post for later perusal.


Concurrency is breaking computer science!

Over the last forty years or so, we've slowly stepped away from the experimental phase of computer programming as more and more opinionated people committed themselves to the task of formalising the approaches.

This has resulted in many wonderful things.

And many long arguments about which brace style is best.

By extension, it's also produced a large quantity of computer science pedants and elitists.   These people are currently having the absolute taking out of their slightly mightier-than-thou step as all the rules they've so carefully memorised get thrown out of the window in preparation for the land of the highly multi-processor computer.

If I gave any impression that I planned on going somewhere with this thought, I apologise.

I was merely going to write that I suspect the Bubble Sort may actually be quite an efficient routine when parallelised.  Is it inherently more parallelisable than other algorithms?


(edit: found this article on Dr Dobbs after a quick poke around)