Personal publication of video game developer Forrest Smith. www.forrestthewoods.xyz
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My Favorite Paradox
My Favorite Paradox
We live in the age of Big Data. Free-to-play games collect 300gb of data per day.
Forrest Smith
Apr 3
Reverse Engineering Sublime Text’s Fuzzy Match
Reverse Engineering Sublime Text’s Fuzzy Match
Sublime Text is my favorite text editor for programming.
Forrest Smith
Mar 28
When Job Titles Offend
When Job Titles Offend
Job titles are a funny thing. For some people their title is deeply important.
Forrest Smith
Jan 18
Managing Meta Files in Unity
Managing Meta Files in Unity
If you’re working on a team that uses Unity then you’ve probably run into issues with meta files and source control.
Forrest Smith
Dec 8, 2015
Stealing Digital Gold
Stealing Digital Gold
(Originally published March 19, 2015)
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Data breaches happen every day.
Forrest Smith
Oct 16, 2015
Featured
The Unbalanced Design of Super Smash Brothers
The Unbalanced Design of Super Smash Brothers
(Originally published November 18, 2014)
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Note: This post was originally posted with interactive charts.
Forrest Smith
Oct 14, 2015
The Tech of Planetary Annihilation: ChronoCam
The Tech of Planetary Annihilation: ChronoCam
(Originally published October 9, 2013)
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Today is an exciting day because I finally get to share the dirty details on some really cool…
Forrest Smith
Oct 11, 2015
Extravagant Cheating via DirectX
Extravagant Cheating via DirectX
(Originally posted April 2, 2012)
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Online PC gaming is known for being full of dirty cheaters.
Forrest Smith
Oct 11, 2015
Synchronous RTS Engines and a Tale of Desyncs
Synchronous RTS Engines and a Tale of Desyncs
(Originally published July 9, 2011)
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Have you ever played a game like Starcraft or Supreme Commander and gotten an error message that…
Forrest Smith
Oct 8, 2015
Latest
The Unbalanced Design of Super Smash Brothers: Part 3
The Unbalanced Design of Super Smash Brothers: Part 3
(Originally published on February 12, 2015)
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Note: This post was originally posted with interactive charts.
Forrest Smith
Oct 16, 2015
The Unbalanced Design of Super Smash Brothers: Part 2
The Unbalanced Design of Super Smash Brothers: Part 2
(Originally posted December 9, 2014)
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Note: This post was originally posted with interactive charts.
Forrest Smith
Oct 16, 2015
Noise Cancelling Headphones in the Office
Noise Cancelling Headphones in the Office
(Originally published June 4, 2014)
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In the game dev world everyone wears headphones.
Forrest Smith
Oct 11, 2015
Perfect Prevention of Int Overflows
Perfect Prevention of Int Overflows
(Originally published May 17, 2014)
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C++ Trivia Question: Given int x which of the following is true?
Forrest Smith
Oct 11, 2015
Full Crash Dumps: They’re Just a Few Gigs
Full Crash Dumps: They’re Just a Few Gigs
(Originally published May 5, 2014)
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Part of the programmer job description is to fix crashes.
Forrest Smith
Oct 11, 2015
Getting Started with Sublime Text
Getting Started with Sublime Text
(Originally published November 19, 2013)
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Two years ago I converted to the church of Sublime Text and I’ve been preaching the good word…
Forrest Smith
Oct 11, 2015
Q&A; — Planetary Annihilation Chrono Cam
Q&A; — Planetary Annihilation Chrono Cam
Q&A; — Planetary Annihilation Chrono Cam
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(Originally published October 17, 2013)
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Last week I released the longest, most in-depth post…
Forrest Smith
Oct 11, 2015
Understanding “It’s not what you know, it’s who you know.”
Understanding “It’s not what you know, it’s who you know.”
(Originally published July 10, 2013)
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It is regularly said that “It’s not what you know, it’s who you know.”
Forrest Smith
Oct 11, 2015
How a Recruiter Got My Phone Number
How a Recruiter Got My Phone Number
(Originally published June 25th, 2013)
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This is two part tale.
Forrest Smith
Oct 11, 2015
30 Weeks of Game Development
30 Weeks of Game Development
(Originally published January 19, 2013)
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Outland Games is an iOS game I’ve been working on at Uber Entertainment since late last summer.
Forrest Smith
Oct 11, 2015
Learning How to Learn
Learning How to Learn
(Originally published January 19, 2013)
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One of the most valuable skills in life is the ability to learn on your own.
Forrest Smith
Oct 11, 2015
The IGF is Broken 3: IGF With a Vengence
The IGF is Broken 3: IGF With a Vengence
The IGF is Broken 3: IGF with a Vengence
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(Originally published January 16, 2013)
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Last week the IGF announced the finalists for 2013.
Forrest Smith
Oct 11, 2015
A Protip When Giving Two-Weeks Notice
A Protip When Giving Two-Weeks Notice
(Originally published December 9, 2012)
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Once upon a time I quit a job by giving two weeks notice.
Forrest Smith
Oct 11, 2015
Running an Industry Night
Running an Industry Night
(Originally posted February 19, 2012)
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Every month in a discrete location Seattle area game developers come together.
Forrest Smith
Oct 11, 2015
Builders and Syncing and Artists Oh My!
Builders and Syncing and Artists Oh My!
(Originally published December 16, 2011)
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Let me tell you a story.
Forrest Smith
Oct 8, 2015
The IGF is Broken 2: IGF Harder
The IGF is Broken 2: IGF Harder
(Originally published January 17, 2012)
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Last week the IGF announced the finalists for their 14th annual award show.
Forrest Smith
Oct 8, 2015
You Should Be Using Microsoft BizSpark
You Should Be Using Microsoft BizSpark
(Originally published December 3, 2011)
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Microsoft BizSpark (homepage, faq) is a program designed to give Microsoft software to software…
Forrest Smith
Oct 8, 2015
Calculating Crit in a Shooter
Calculating Crit in a Shooter
(Originally published November 12, 2011)
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Critical hits are common in many games.
Forrest Smith
Oct 8, 2015
The IGF is Broken
The IGF is Broken
(Originally published September 15, 2011)
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The Independent Games Festival is broken and needs to be fixed.
Forrest Smith
Oct 8, 2015
Synchronous RTS Engines 2: Sync Harder
Synchronous RTS Engines 2: Sync Harder
(Originally July 24, 2011)
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This is a follow up to my last post, Synchronous RTS Engines and a Tale of Desyncs which, much to my surprise…
Forrest Smith
Oct 8, 2015
Adventures with Guns in a Third Person Shooter
Adventures with Guns in a Third Person Shooter
(Originally published May 10, 2011)
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Today I’m going to discuss third person shooters (3ps) and some lessons I learned working on Monday…
Forrest Smith
Oct 8, 2015
Google Spreadsheets as a Data Editor
Google Spreadsheets as a Data Editor
(Originally published April 25th, 2011)
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Today I’m going to talk about the data for my personal iphone side project and how I edited it.
Forrest Smith
Oct 8, 2015
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