Category: Game Development

  • Migrating your project to Git LFS

    For the past 4 years we have been using Git as our repository for our game War for the Overworld. This includes 18,000+ commits totaling to a massive a 35GB repo. Its huge. So huge that our host, BitBucket, falls apart if one tries to clone the repo anew. I don’t blame BitBucket for this…

  • Why is Physics.UpdateBodies using up so much time? 20ms to 2ms

    As part of performing some initial prototyping and load testing for our next game we had to determine how to implement the physics system. For our game we required a dynamic world and the ability to simulate 100-500 agents. That kind of target is right on the edge of needing to write a bespoke system so as…

  • Important Tips on Hiring a Video Games Writer

    I’m Scott Richmond, the Producer and a programmer at Brightrock Games. I am lucky enough to have been able to go through the experience of Kickstarting and, as of April 2015, successfully releasing our game War for the Overworld. WFTO had a considerable amount of writing in it as well as voice acting, and in this article I…

  • Using Git with 3D Games

    Git can work fine with 3D Games out of the box. However the main caveat here is that versioning large (>5MB) media files can be a problem over the long term as your commit history bloats. We have solved this potential issue in our projects by only versioning the binary asset when it is considered…

  • Collaborative Code Design

    When working within a team of programmers I have always found that maximizing collaboration between programmers in the design phase has great benefits down the road. Even if a programmer isn’t expected to work within the implementation of a specific design I find they still get great value out of knowing, at least at a…

  • Unity 4 and Visual Studio 2012

    Unfortunately the Unity3D developers have not yet seen fit to setup Unity Editor to work with Visual Studio 2012 and so one has to do a little work to get it setup manually. Here is how to get it working.