Tough times on the road to Starcraft - Code Of Honor
I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. I’ll be posting the latter parts over the next […]
Tough times on the road to Starcraft September 07, 2012 I've been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. I’ll be posting the latter parts over the next several days. This post: Why StarCraft crashed frequently during development Part 2: How we could have fixed the most common causes Part 3: Explaining the implementation details of the fix The beginnings of
saved by
related reading
- Things You Should Never Do, Part I – Joel on Softwarejoelonsoftware.com
- The Story Behind Mass Effect: Andromeda's Troubled Five-Year Development - Kotakukotaku.com
- A Bunch of Programming Advice I'd Give To Myself 15 Years Ago | Marcus' Blogmbuffett.com
- Starcraft 1 Pathfinding: A technical analysis | Strike Tacticsstriketactics.net
- What I Worked Onpaulgraham.com
- Writing Toy Software Is A Joyblog.jsbarretto.com
- 100R - weathering software winter100r.ca
- Toru Narihiro – Interview on development changes during Genealogy of the Holy War – FE 25th Anniversary | kantopiakantopia.wordpress.com
- rezmason.net - Projectsrezmason.net
- Reflections on a decade of codingscattered-thoughts.net
- Unsungunsung.aresluna.org
- My Thoughts on the Bun Rust Rewriteandrewkelley.me