Category : Development

Global Game Jam 2017

Finally took part in the Global Game Jam after so many years just visiting the local game jam site as a visitor! 😀 It was a dream come true to see so many people enjoying the game-making craft and working hard to make amazing games over one packed weekend. The quality…

Using Unity’s Postprocessor to “compile” strings

Tl;dr: String parameters are not type-safe. Using Unity’s Postprocessor replace them with automatically generated enums and detect errors at compile-time instead of run-time. Recently, while working with a Unity plugin, I came across an API which makes use of string parameters. Personally, I am not a huge fan of them…

Working with C++ and Cocos2dx

Recently I’ve started my foray into the C++ world proper. I have always toyed a bit with the language and its predecessor C but I never really got into it fully, preferring instead languages such as C# and Haskell. However, due to the nature of the industry I work in,…

First Commercial Game

A game I have worked on has been released commercially as part of a storybook! Checkout the preview here: I am proud of the team that made it happen. Good job guys, keep up the amazing work!

Space Generals v1?

Lately, due to work and personal interest I have been experimenting with Unity. It is a very nice and simple 3D engine with a lot to offer in terms of features and capabilities. I am hoping that in the following months I will be able to use it in order…

4Blocks Source Code

Today I decided to try my hand at releasing a cabal package with the 4Blocks code. I finally managed: http://hackage.haskell.org/package/4Blocks-0.2. (I made a newbie mistake in 0.1 so please ignore that release). Unfortunately the library can be compiled only with, as far as i know: GHC 6.8.3 Gtk2hs 0.9.13 The reasons why…

Space Generals

Hi all! It’s been more than 4 months since my last post! I’ve been really busy lately creating a website for a game called Space Generals which we are going to use for our research in game AI. The game itself is actually a turn-based one much in the style…

Paper: A Domain-Specific Embedded Language Approach for the Scripting of Game Artificial Intelligence

Yet again I have ignored this blog for quite some time – I’ve been really busy with an implementation of a game involving a Haskell back-end/Google Web Toolkit front-end (more on this in a future post)  and other deadlines. Anyways I thought I’d share more info on how 4Blocks’ AI was implemented using…

Haskell IDEs on Windows

I’m a Windows user. I do dabble with a little Ubuntu now and then but most of the time since I am running around a lot: uni, work, flat, parent’s home, gf… I tend to stick to one platform. So I said to myself, I can’t work with Haskell the…

4Blocks with AI

I’ve been wanting to write another blog post on the series on DSELs I’ve been planning, but I’ve been really swamped with work lately. So once more I’ll post a video or two on something I’ve been working on. It’s the 4blocks game again, this time playing on its own…