Event-driven programming is a very popular concept that encourages writing reactive code that triggers on changes made through input or other events.
The end of the year is a good time to retrospect. I thought it would be an interesting idea to start writing about the game I'm currently working on by showing how it evolved during the year and where it is going next.
Reading someone else's code can be quite confusing. Hours can go on issues that should have been fixed in minutes. In this article, I would like to share some advice on how to write code that will be easier to understand and maintain.
Working with logs is a very significant part of software development. Logging means writing messages to a file (or console) describing what is happening in the application. It allows monitoring of complex systems and step by step description of its behavior.
Gamedev is hard. It is even much harder when you decide to do it as a solo developer. It is close to impossible if you also have to provide for your family. How can you stay productive when the world doesn't want you to finish your game?