Exploding Rabbit Podcast

Exploding Rabbit Podcast

Podkast av Exploding Rabbit

Adventures of an indie game developer trying to succeed without his life exploding

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5 Episoder
episode Unity ECS and Data Oriented Design artwork
Unity ECS and Data Oriented Design

Jay and Matt take a deep dive into Unity's upcoming ECS and why its data oriented design is important. Breakdown * 2:06 - Personal experiences with mice and bats in the home * 8:31 - Discord server * 13:02 - Optimized code vs easy to use code * 20:06 - Reactive vs Pure ECS * 25:45 - Benefits of data oriented design and caching * 32:13 - Unity job system * 37:14 - C# managed memory and blittable types * 42:54 - limitations you must follow when using Unity ECS and job system * 50:51 - Jay's tips for Unity ECS hybrid mode * 55:51 - Matt's thoughts on Super Smash Bros. Ultimate * 1:04:22 - Jay's thoughts on Marvel's Spider-Man * 1:13:47 - Matt recommends playing Total Chaos Links * Unity video about caching [https://youtu.be/fp1D45hhVEM] - great info about how caching works * Blittable types [https://docs.microsoft.com/en-us/dotnet/framework/interop/blittable-and-non-blittable-types] - if you want to actually know what blittable types are * Total Chaos [https://waypoint.vice.com/en_us/article/zmdzve/one-designers-15-year-journey-to-ship-the-doom-mod-he-started-as-a-teen] - indie game Matt recommends * Game Maker's Toolkit Skill Trees video [https://youtu.be/wsmEuHa1eL8]- referenced when talking about Spider-Man * Spider-Man Animation Anaylysis [https://youtu.be/2tM3z20Gn_o]- another Spider-Man video we referenced

03. jan. 2019 - 1 h 17 min
episode Super Mario Crosses Over to WebGL artwork
Super Mario Crosses Over to WebGL

We talk about the experimental preview [http://explodingrabbit.com/games/super-mario-bros-crossover/play/] for Super Mario Bros. Crossover released for WebGL, and then Jay and Matt debate The Legend of Zelda: Breath of the Wild. Breakdown * 2:55 - Super Mario Bros. Crossover 4.0 * 17:00 - Emulated music and Game Music Emu * 22:55 - Why the flash version could not be salvaged * 26:53 - Foundational code and the EcsRx framework * 34:40 - Rebuilding the Exploding Rabbit Community * 40:13 - What does this mean for Glitch Strikers? * 43:35 - Debate about The Legend of Zelda: Breath of the Wild * 1:05:15 - Jay's experience with Ni no Kuni II: Revenant Kingdom * 1:12:22 - Broaching the tense subject of politics and morality Links * EcsRx Framework [https://github.com/EcsRx/ecsrx]: A reactive take on the ECS pattern * No Cartridge Podcast [https://www.no-cartridge.net]- Podcast recommended by Matt * Exploding Rabbit Patreon [https://www.patreon.com/explodingrabbit]- Support the show * Play Super Mario Crossover 4.0 [http://explodingrabbit.com/games/super-mario-bros-crossover/play/]- Play the preview version we talk about * Exploding Rabbit Discord [https://discord.gg/DaZrQwg] - Join the community * Matt Kap Bandcamp [https://mattkap.bandcamp.com/releases] - Intro music

21. nov. 2018 - 1 h 32 min
episode The Crypto Plague artwork
The Crypto Plague

In this completely different episode of the Exploding Rabbit Podcast, Jay Pavlina and Matt Gyure talk about technologies unrelated to games, like cryptocurrencies. Game development will return next episode. * 0:01:01 - Matt's Job * 0:06:42 - Bike Accidents and Injuries * 0:12:46 - Mac v. Windows * 0:17:11 - Crypto-rabbit hole Part 1 * 0:22:06 - FPGA and Electronics Tangent * 0:28:11 - Crypto-rabbit hole Part 2 * 1:05:01 - Jobs, work, and new opportunities * 1:18:01 - Web technologies * 1:26:35 - What We've Been Playing, Fortnite, Captain Toad's Treasure Tracker, God of War

18. juli 2018 - 1 h 56 min
episode The Exploding Rabbit Hole of Code Architecture artwork
The Exploding Rabbit Hole of Code Architecture

Jay Pavlina and Matt Gyure dive into an Exploding Rabbit Hole full of code architecture. We also talk about making levels in Super Mario Bros. Crossover, what we've been playing, and quantum computing. * 2:28 - ECS Architecture (Entity Component Sytem) * 11:00 - Thoughts on Unity and the Godot Engine * 19:54 - Engine Agnostic Code Design with Entitas * 26:07 - View abstraction * 31:06 - How levels were made in Super Mario Bros. Crossover * 41:31 - Matt's been playing Super Meat Boy * 44:56 - Jay's been playing Assassin's Creed Origins * 54:24 - Interesting thing: Quantum Computing References * Video Overview of Unity's Upcoming ECS System and Burst Compiler [https://www.youtube.com/watch?v=aFFLEiDr3T0] * Game Programming Patterns Book [http://gameprogrammingpatterns.com] * FNGGames article about building games with Entitas [https://github.com/sschmid/Entitas-CSharp/wiki/How-I-build-games-with-Entitas-%28FNGGames%29]

18. mai 2018 - 1 h 8 min
episode The Early Days of Super Mario Bros. Crossover artwork
The Early Days of Super Mario Bros. Crossover

Jay Pavlina and Matt Gyure discuss how development for Super Mario Bros. Crossover [http://explodingrabbit.com/games/super-mario-bros-crossover/] began and what it was like working on it early on. Other topics include Jay's upcoming game development editor [https://explodingrabbit.itch.io/exploding-game-development-editor], what games they've been playing, and a few non-gaming topics like intermittent fasting and timeboxing. Features music from theCastle in the Darkness Soundtrack [https://mattkap.bandcamp.com/releases] by Matt Kap.

01. apr. 2018 - 1 h 3 min
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