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The Nebraska Problem

WORK TALKS BLOG ABOUT previous contents next The Nebraska Problem 2014-05-02 — The Witness By Casey Muratori If there’s one thing I can say has been true throughout my entire programming career, it’s that it has always paid to ask why I was doing things the way I was doing them. This has been true at every level, from simple programming constructs to high-level algorithms. Even thoroughly entrenched ideas are often wrong, and questioning those ideas leads to surprising and important insights. So these days, whenever I am working on something, no matter how insignificant, I reflexively start considering the reasons behind it. Planting grass was no different. The code I described last week was what I checked into The Witness ’s source tree, along with a bunch of other unrelated modifications to the grass system that I’ll cover next week. It was a reasonable solution to th...

Linked on 2018-08-15 17:32:48 | Similar Links
Walk Monster

WORK TALKS BLOG ABOUT previous contents next Walk Monster 2012-12-12 — The Witness By Casey Muratori Despite not even being finished, The Witness is already one of my all-time favorite games. I’ve been playing it since Jonathan Blow started developing it several years ago, and I could not be more excited about its upcoming release. Unlike Jon’s previous game Braid , the asset and programming scale for The Witness is much further toward the “triple-A” side of the scale than the “indie game” side. As anyone who works on these types of projects knows, the work required to successfully pull off a game goes up dramatically when you go that direction. The Witness already has several more people working on it than Braid did at its peak, but as with any project of this size, there are still many parts of the project that need more attention than the principals can afford to give ...

Linked on 2018-08-15 17:32:37 | Similar Links