A game engine programmer walks into a bar…

A game engine programmer walks into a bar, asks for a beer or two and starts chatting, especially with that green eyed hot girl. After some small talk she asks him what he’s doing for a living. “Oh I work in a video game company you know…” “Oh really, that sounds cool! And what do you do there?” And there it comes. He can try changing the topic, being mysterious, accidentally spilling his glass, or he can try to answer that question without sounding soporific.

About a year ago a colleague asked me how you would explain to someone who is not in the video game industry – not in software, not even in anything related to technology for that matter, to a normal person you know – what your job consists in when you work on a game engine. “Well it’s… blah blah…” Nah, too long, it’s already boring. The explanation should be brief, easy to get and possibly sort of cool. After a couple of tries we agreed on a description we thought worked.

Working on a game engine is like building a stadium.

Once you have a stadium, you can have all sorts of games played inside: football, basketball, athletics… All you need are rules and some equipment, and then the players can get in. Just like in a game, once you have the engine, all you need are the logic and the assets. You could even have a gig. But you might not be able to have ice hockey or swimming competitions if your stadium is not meant for it. Just like a game engine allows certain kinds of games and not others.

I found this metaphor to come in handy when, you know, talking to normal people about what you do. Now for the rest of the conversation with the hot girl (or hot guy, no sexism here), that’s up to you. ;-)

Résumé d'une soirée Flickr

> 100

There are only a few days left until this blog turns one year old, and today, according to Feedburner, it has 104 feed subscriptions. 103 plus the one I use to check everything is working fine. That doesn’t really mean anything: it first went above 100 about two or three weeks ago, to fall back immediately after, and did so a few more times, just like it probably will in the upcoming days. But still, symbolic number and all that.

To continue with figures, this post is the 88th, and there 14 comments so far, not many but of a great value on average (of course that doesn’t include the hundreds that get filtered every week by the spam filter). By the way, you see that cliff near the center? It was in May and I believe it was due to a mention from Timothy Lottes on his blog. The number of subscribers basically almost doubled in a week.

A quote stuck in my head after a friend of mine was being sarcastic about new blogs: “let’s see if it’s still alive after 50 posts and as many subscribers”, he said (or something close; that was years ago). So I guess this blog is well alive by these standards.

Anyway, I just meant to thank you all for reading.

My top four favourite TED talks

In no particular order, here are four TED talks I keep getting back to, which makes me think they are my four favourites.

CPU details you always wanted to know but never asked

Here are two roughly 90mn long resources on these CPU details you always wanted to know but never asked:

An article giving an up to date, dense and well explained overview of microprocessors architecture: Modern Microprocessors – A 90 minutes guide!

A talk by Scott Meyers on CPU cache: CPU Caches and Why You Care. Although the recording could be much better to say the least, the talk is very worth watching, starting with very simple considerations and getting pretty far while staying crystal clear. The slides can be found here.

Update: the Scott Meyers talk referenced in the above link has been put behind a paywall. However he gave his talk again in 2014 at a conference, and the video is available. The new talk contains a few differences, and all in all I find it a bit harder to follow and a bit less entertaining (for some reason, the jokes don’t work as well as they did previously), but the recording quality is also much better.

Tools of Love

Talking about The Toolsmiths and content creation, the single most impressive content creation workflow demonstration I have seen so far is probably the one they made a post about a few years ago.

In this video, Eskil Steenberg presents the tool he wrote for his game, Love. The tool gives an instant feedback and shows the results of modifications just as they go, while any concept of loading, saving, exporting, synchronizing or even file in general is gone, abstracted away.

Bret Victor – Inventing on Principle

The Toolsmiths, a blog focused on content creation tools for video games, mentioned this enlightening talk by Bret Victor. The first part has some thought provoking ideas for programmers and anyone in a creation process in general. This will certainly strike a chord or two if you’re in the demoscene or in the video game industry.