Archive for May, 2007


Posted in Tales from the grind-stone on May 24th, 2007 by MrCranky

Lots of positive stuff the last couple of weeks, which is good as it helps to negate some of the awful “grr” moments I’ve been getting, while browsing through some of the worst code in our legacy stock. We’ve been talking to a couple of other companies relating to our next contract, both interesting projects, although we’ll only be able to take on one. Most likely we’ll take the full game project rather than the pitch/demo project, simply down to the likelihood of it actually coming to fruition.

I’ve also ticked off another couple of things in our annoying tax/paperwork burden – quarterly VAT return, and end of year payroll all out of the way thanks to our efficient payroll person. Still have the corporation tax return and annual accounts to sort out, but that should be the last for now.

Milestone 2 is looming (1st of June), and things are coming together for that – a little later than I’d hoped, but such is the way of things. Still no sign of development hardware, but I suppose that’s just the way it goes. I’m sure we’re not hugely high on the list of priority customers!

Milestones and maths

Posted in Tales from the grind-stone on May 10th, 2007 by MrCranky

Not much for posting recently as we’ve had our heads down getting things done. We passed milestone 1 of our build at the start of the month (well actually a few days before – how good are we!), and have been cracking on getting more visible functionality in, less on the under-the-hood work. It was quite a nice moment when we saw the models and environments from our old game going in (the most complicated art I had to hand), after a few false starts.

Most annoying thing so far has been the two days spent on thrashing out a problem in the graphics projection code, only to find out it wasn’t a high level conceptual problem at all, but rather an assumption that our underlying maths library was fine. Turns out we were transforming 3D vectors by a 4D matrix, but ignoring the 4th column. Of course, the 4th column is rarely used for most 3D work, except in projection matrices. D’oh! All fixed, and another story to be marked as done.

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