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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
<title>Jare's Blog</title>
<link>https://thejare.github.io/</link>
<description>Recent content on Jare's Blog</description>
<generator>Hugo -- gohugo.io</generator>
<language>en-us</language>
<lastBuildDate>Sun, 03 Dec 2017 01:27:02 +0200</lastBuildDate><atom:link href="https://thejare.github.io/index.xml" rel="self" type="application/rss+xml" />
<item>
<title>Ludum Dare 40</title>
<link>https://thejare.github.io/2017/12/ludum-dare-40/</link>
<pubDate>Sun, 03 Dec 2017 01:27:02 +0200</pubDate>
<guid>https://thejare.github.io/2017/12/ludum-dare-40/</guid>
<description><p>I made a little Ludum Dare 40 entry by the name of Idle Icon. <a href="./html/ld40/">Try it here</a>.</p></description>
</item>
<item>
<title>Ported to Hugo</title>
<link>https://thejare.github.io/2016/05/ported-to-hugo/</link>
<pubDate>Mon, 02 May 2016 03:14:02 +0200</pubDate>
<guid>https://thejare.github.io/2016/05/ported-to-hugo/</guid>
<description>I have ported the Wordpress site to Hugo, an excellent static site generator. In the process I have also hosted it on GitHub Pages, at https://thejare.github.io/. Some posts will be badly formatted, or missing related files.</description>
</item>
<item>
<title>GDC 2014 Slides Compilation</title>
<link>https://thejare.github.io/2014/03/gdc-2014-slides-compilation/</link>
<pubDate>Wed, 19 Mar 2014 01:52:19 +0000</pubDate>
<guid>https://thejare.github.io/2014/03/gdc-2014-slides-compilation/</guid>
<description><p><strong>Edit</strong>: I think the <a href="http://www.gdcvault.com/free/gdc-14" target="_blank" rel="noopener">GDC Vault</a> has been updated with all available content, so you may want to go there instead. See you next year!?</p>
<p>Get’em while they’re fresh! If you know of stuff missing here, please tell me about it on Twitter <a href="https://twitter.com/TheJare" target="_blank" rel="noopener">@TheJare</a>. You can also check industry sites like <a href="http://www.gamasutra.com/" target="_blank" rel="noopener">Gamasutra</a>, <a href="http://www.polygon.com/" target="_blank" rel="noopener">Polygon</a> or <a href="http://www.develop-online.net/" target="_blank" rel="noopener">Develop</a> for ongoing coverage, and hopefully a lot of these materials will show up in the <a href="http://www.gdcvault.com/" target="_blank" rel="noopener">GDC Vault</a> soon.</p></description>
</item>
<item>
<title>Firedemo 20th anniversary</title>
<link>https://thejare.github.io/2013/05/firedemo-20th-anniversary/</link>
<pubDate>Sat, 04 May 2013 02:55:18 +0000</pubDate>
<guid>https://thejare.github.io/2013/05/firedemo-20th-anniversary/</guid>
<description><p>It’s been nearly 20 years since we released that old fire effect and the demoscene turned out to love it. I have <a href="http://www.iguanademos.com/Jare/files/Fire/" target="_blank" rel="noopener">ported it to HTML5</a> to celebrate!</p>
<p>It all started when we bought a math coprocessor for our 386/25 and I started playing with fractals and plasmas. A few programming mistakes later, this thing came out and looked neat, so we slapped JCAB’s VT player and released it. Eternal gratitude to Jester of Sanity for unknowingly lending me his fantastic <a href="http://mod.haxor.fi/Jester/mod.elysium" target="_blank" rel="noopener">‘Elysium’ mod</a> – it didn’t take me long to learn that such acts were VERY badly frowned upon.</p>
<p>You can check out the <a href="https://github.com/TheJare/FiredemoHTML5" target="_blank" rel="noopener">source code on github</a> if you are so inclined. The comments are slightly better this time! This version runs rather slowly on Chrome, and I don’t really know why, but IE, Firefox (Win and Android) and iOS Safari work great.</p></description>
</item>
<item>
<title>GDC 2013</title>
<link>https://thejare.github.io/2013/03/gdc-2013/</link>
<pubDate>Thu, 28 Mar 2013 21:22:04 +0000</pubDate>
<guid>https://thejare.github.io/2013/03/gdc-2013/</guid>
<description><p>It’s that time of the year again, when everyone else is partying and having fun (<a href="http://www.forbes.com/sites/carolpinchefsky/2013/03/27/really-igda-party-at-gdc-brings-on-the-female-dancers/" target="_blank" rel="noopener">or maybe not – WTF IGDA?</a>) at GDC in San Francisco. I’ll try to collect any links to lecture materials I come across. If you know of stuff missing here, please tell me about it on Twitter <a href="https://twitter.com/TheJare" target="_blank" rel="noopener">@TheJare</a>. You can also check industry sites like <a href="http://www.gamasutra.com/" target="_blank" rel="noopener">Gamasutra</a>, <a href="http://www.polygon.com/2013/3/25/4145780/gdc-2013-panels-announcements-and-more-live-from-san-francisco" target="_blank" rel="noopener">Polygon</a> or <a href="http://www.develop-online.net/" target="_blank" rel="noopener">Develop</a> for ongoing coverage, and hopefully a lot of these materials will show up in the <a href="http://www.gdcvault.com/" target="_blank" rel="noopener">GDC Vault</a> soon.</p></description>
</item>
<item>
<title>Improv math</title>
<link>https://thejare.github.io/2013/03/improv-math/</link>
<pubDate>Sat, 16 Mar 2013 11:59:45 +0000</pubDate>
<guid>https://thejare.github.io/2013/03/improv-math/</guid>
<description><p>I always loved math and it was one of my favourite subjects during school. I have to thank my dad and my bro for instilling that love in my head. My young self was always baffled by how most people around me not only hated math, but they seemed to have a hard time with it. How could it be hard? It was all logical, you hardly needed to work or memorize anything because, hey, with just a few basics in your head you could deduce any formulas or theorems you needed during an exam, right? Heh.</p>
<p>This year I’m one of the tutors for the <a href="http://www.u-tad.com/masteres-2/programacion-videojuegos/" target="_blank" rel="noopener">Master on Game Programming</a> at the U-Tad. The subject I’m teaching this course is Game Architecture: Game Objects, Main Loop and Timing, Reading &amp; Saving, etc. This is the Master’s debut year, so while I believe the course is going great (and students seem to agree so far), some bits and pieces are not ideal and will need improvement for the following years.</p>
<p>One of them is, unsurprisingly, math.</p></description>
</item>
<item>
<title>Haskell</title>
<link>https://thejare.github.io/2013/03/haskell/</link>
<pubDate>Sun, 03 Mar 2013 23:05:18 +0000</pubDate>
<guid>https://thejare.github.io/2013/03/haskell/</guid>
<description><p>Back in my 2nd year in college (1990), I took a half year course on functional programming. Back then, having several years of heavy duty Z80 assembly <a href="http://www.mobygames.com/game/star-dust" target="_blank" rel="noopener">videogames </a><a href="http://computeremuzone.com/ficha.php?id=281" target="_blank" rel="noopener">programming</a>, and being recently introduced to high level languages via Pascal and Modula 2, my brain was very fresh and open to new paradigms and ideas. Structured languages like Pascal and C were a great way to remove some of the tedium and bureaucracy of assembly, but functional was mindblowing. I already understood the idea of passing functions around as parameters, since we did a lot of that in our semi-OOP approach to game character behaviour. But when you create your first infinite list, wow, that’s a moment to remember!</p></description>
</item>
<item>
<title>About Me</title>
<link>https://thejare.github.io/about-me/</link>
<pubDate>Mon, 09 Jul 2012 00:35:38 +0000</pubDate>
<guid>https://thejare.github.io/about-me/</guid>
<description>My name is Javier Arévalo Baeza, I was born in sunny Spain in the year 1970. I have been making videogames for over 25 years, and I intend to keep doing that for as long as I can.
Other places you can reach me:
Facebook: https://www.facebook.com/TheJare Twitter: https://twitter.com/TheJare Github: https://github.com/TheJare </description>
</item>
<item>
<title>Articles</title>
<link>https://thejare.github.io/articles/</link>
<pubDate>Mon, 09 Jul 2012 00:35:38 +0000</pubDate>
<guid>https://thejare.github.io/articles/</guid>
<description> HTML5/Canvas Game Lessons Fixed Timestep Loop DLL / Macro Tricks Init / End Protocol DLL Interfaces Rectangle Packer Praetorians DevDiary - sadly, was hosted in GameSpy and vanished one day Reducing Game Load Times Positional Printf </description>
</item>
<item>
<title>Downloads</title>
<link>https://thejare.github.io/downloads/</link>
<pubDate>Mon, 09 Jul 2012 00:35:38 +0000</pubDate>
<guid>https://thejare.github.io/downloads/</guid>
<description>Articles and lecture slides Slides from my talks at Mundos Digitales and GameLab, July 2006 (in Spanish). Slides from my talk at the Universidad Politecnica de Catalunya, March 2006 (in Spanish). Slides from my talk at the Universidad Complutense de Madrid, April 2005 (in Spanish). Slides from my talk at the University of Seville in March 2003 (in Spanish). Source Code RectLayout, a class to aid in resolution-independent 2D layout of rectangles.</description>
</item>
<item>
<title>SpainJS</title>
<link>https://thejare.github.io/2012/07/spainjs/</link>
<pubDate>Mon, 09 Jul 2012 00:35:38 +0000</pubDate>
<guid>https://thejare.github.io/2012/07/spainjs/</guid>
<description><p>Yesterday I had the honor to give a presentation at the <a href="http://spainjs.org/" target="_blank" rel="noopener">SpainJS</a> Javascript conference in Madrid, on the topic of Videogames and Javascript. I wasted a lot of time preparing a dynamic HTML5 page for my deck of slides, which was my excuse to play with CSS 3d transitions and fancy formatting. You can see the <a href="http://iguanademos.com/Jare/docs/html5/SpainJS2012/" target="_blank" rel="noopener">dynamic deck</a> (which needs Chrome/Firefox or a similarly decent browser), the <a href="http://iguanademos.com/Jare/docs/html5/SpainJS2012/#all" target="_blank" rel="noopener">static deck</a> (should work everywhere), a <a href="http://iguanademos.com/Jare/docs/html5/SpainJS2012/spainjs.pdf" target="_blank" rel="noopener">PDF</a> I converted using <a href="http://code.google.com/p/wkhtmltopdf/" target="_blank" rel="noopener">wkhtmltopdf</a>, the <a href="https://speakerdeck.com/u/thejare/p/overview-of-javascript-in-games" target="_blank" rel="noopener">Speakerdeck</a>, or the <a href="http://www.youtube.com/watch?v=j4JmYAVjm1c" target="_blank" rel="noopener">video</a>. Enjoy!</p></description>
</item>
<item>
<title>Githubbed!</title>
<link>https://thejare.github.io/2012/05/githubbed/</link>
<pubDate>Wed, 16 May 2012 01:35:49 +0000</pubDate>
<guid>https://thejare.github.io/2012/05/githubbed/</guid>
<description>A few months ago I created a Github account to see what it’s all about. Even if you use it yourself without all the nice features of a distributed version control system, it’s a great way to manage &amp; publish your open source projects!
I put up there some of my old C/C++ code, and a few experiments I’ve toyed with in my (now scarce) spare time, mostly related to JavaScript.</description>
</item>
<item>
<title>GDC 2012</title>
<link>https://thejare.github.io/2012/03/gdc-2012/</link>
<pubDate>Fri, 09 Mar 2012 01:25:41 +0000</pubDate>
<guid>https://thejare.github.io/2012/03/gdc-2012/</guid>
<description><p>[Edit]: The <a href="http://www.gdcvault.com/free/gdc-12" target="_blank" rel="noopener">GDC Vault is now open</a> for business, with lots of slides and presentations. Meggan Scavio also had <a href="https://twitter.com/#!/megganpez/status/185857804324712448" target="_blank" rel="noopener">good news on Twitter</a> about availability of free videos.</p></description>
</item>
<item>
<title>Unity3D 3.5 mobile is free&#8230;</title>
<link>https://thejare.github.io/2012/03/unity3d-3.5-mobile-is-free#8230/</link>
<pubDate>Wed, 07 Mar 2012 03:37:03 +0000</pubDate>
<guid>https://thejare.github.io/2012/03/unity3d-3.5-mobile-is-free#8230/</guid>
<description>..Until April 8th. It normally costs around $800, so get it even if you don’t have immediate plans to use it.</description>
</item>
<item>
<title>Metro and JavaScript</title>
<link>https://thejare.github.io/2012/03/metro-and-javascript/</link>
<pubDate>Wed, 07 Mar 2012 03:18:08 +0000</pubDate>
<guid>https://thejare.github.io/2012/03/metro-and-javascript/</guid>
<description>On Facebook I wrote a bunch of thoughts on the fact that Windows 8 treats JavaScript as a first-class citizen for native Metro apps. It was triggered by thisand a few other related reads on WinJS.
In general, there is value in having a single language available for all your needs and platforms even if it’s not 100% portable (look at C/C++). JavaScript is the most widely available language today and, while ugly, the popularity of runtimes like NodeJS and the myriad HTML5 mobile app wrappers like PhoneGap prove that it is viable.</description>
</item>
<item>
<title>Facebook IPO and Mobile Social Games</title>
<link>https://thejare.github.io/2012/02/facebook-ipo-and-mobile-social-games/</link>
<pubDate>Sat, 04 Feb 2012 02:45:34 +0000</pubDate>
<guid>https://thejare.github.io/2012/02/facebook-ipo-and-mobile-social-games/</guid>
<description><p>Facebook’s IPO has been announced, and this means lots of details on Facebook financials have become public. The most interesting bits for social game developers (in VERY broad terms):</p>
<ul>
<li>Almost all revenue from Facebook Credits is generated by games.</li>
<li>Zynga makes up 80% of the total Facebook Credits revenue.</li>
<li>In broad numbers, on Facebook, Zynga has MAU equal to 1.5x all other game devs combined. But Zynga’s FB Credits revenue is 4x. That’s an idea of how much better Zynga is at getting players to pay.</li>
<li>Most of Facebook’s revenues come form advertising.</li>
<li>Facebook mobile gaming is in its infancy.</li>
<li>Half of Facebook users use the site via mobile, and this percentage is growing very quickly, but Facebook does not monetize them with games nor advertising.</li>
</ul></description>
</item>
<item>
<title>node.js</title>
<link>https://thejare.github.io/2012/01/node.js/</link>
<pubDate>Sat, 28 Jan 2012 03:47:06 +0000</pubDate>
<guid>https://thejare.github.io/2012/01/node.js/</guid>
<description><p>cdoral in <a href="http://www.iguanademos.com/Jare/wp/?p=2385#comment-3491" target="_blank" rel="noopener">another post</a> mentions <a href="http://nodejs.org/" target="_blank" rel="noopener">node.js</a>. I have been following this project for a while so I thought I’d write a little blurb about it and include a few links for further and more in-depth information. Coincidentally, the <a href="http://nodesummit.com/" target="_blank" rel="noopener">Node Summit</a> was held this week in SF, so there may be interesting and fresh material coming from there soon.</p>
<p>First things first: I have played with node.js for little experiments but haven’t yet found an opportunity to put it to real, production use. Version 0.6 addressed some of my questions about its capabilities and performance, and it is already being used on production servers for many traffic-heavy sites like eBay or LinkedIn, so it’s clearly gone beyond the experimental stage. If you are building a web service today, node.js is a technology you should consider.</p>
<p>Node is a stand-alone executable that will run a JavaScript file passed on the command line:</p>
<blockquote>
<p>node app.js</p>
</blockquote>
<p>Your JavaScript program can use the standard JavaScript libraries (Math, etc) and a bunch of node-specific libraries. In most cases, your program will enter an infinite event loop and start receiving, processing and responding to network requests.</p></description>
</item>
<item>
<title>Unity3D 3.5 Developer preview is out</title>
<link>https://thejare.github.io/2011/12/unity3d-3.5-developer-preview-is-out/</link>
<pubDate>Wed, 28 Dec 2011 00:09:45 +0000</pubDate>
<guid>https://thejare.github.io/2011/12/unity3d-3.5-developer-preview-is-out/</guid>
<description><p>And it includes a fancy exporter to Flash11 / Stage3D. All of a sudden, the best way to author advanced Flash content is Unity, not Flash. Considering that Adobe makes their money from Flash tools rather than the plugin, it’s a really odd situation. With the current outlook of Flash after the ‘<a href="http://creativecodingpodcast.com/?p=140" target="_blank" rel="noopener">Flashmageddon</a>‘, it’s hard to say how relevant this will be in the long term, but it’s an impressive feature! And the obligatory cube to celebrate it:</p></description>
</item>
<item>
<title>Colors!</title>
<link>https://thejare.github.io/2011/12/colors/</link>
<pubDate>Mon, 26 Dec 2011 10:07:57 +0000</pubDate>
<guid>https://thejare.github.io/2011/12/colors/</guid>
<description><p>Our little one loves to grab anything shiny, but is especially attracted to LCD screens of any type. He loves the netbook, the MacBook, my desktop’s dual monitors, and of course the big TV, but most of all he loves the iPhone. I often activate the camera in reverse mode and let him play with it, but there’s always been a problem: while he manipulates the phone, he will push some control or other and stop the camera, go to the desktop and start pushing random icons. I was wishing for some sort of ‘baby mode’ where something neat would be happening on the screen, but controls would be disabled.</p>
<p>I decided to use the Sunday morning to dust off my Canvas, CSS and JavaScript skills to code, with Alba’s design input and feedback, a little BabySaver that could keep his attention with bright colors, and be impossible to quit for him. <!-- raw HTML omitted -->Click here<!-- raw HTML omitted --> to see its current form. Click on the “Endless” button to enable interactions, otherwise any clicks will take you to my homepage.</p></description>
</item>
<item>
<title>Text Editors</title>
<link>https://thejare.github.io/2011/12/text-editors/</link>
<pubDate>Thu, 15 Dec 2011 08:48:58 +0000</pubDate>
<guid>https://thejare.github.io/2011/12/text-editors/</guid>
<description><p>Programmers spend most of our time in front of a text editor. Whether it is a standalone editor, or one integrated in an IDE, that’s just what we do.</p>
<p>Back in MS-DOS days, my editor of choice was <!-- raw HTML omitted -->QEdit<!-- raw HTML omitted -->, later renamed to The Semware Editor. I loved its configurability, and remapped pretty much everything in it to suit my preferences. Around that time I was also working on Unix systems and used vi there, although only for short editing sessions. I had been exposed to <!-- raw HTML omitted -->Emacs<!-- raw HTML omitted --> multiple times (starting with MicroEmacs on the Atari ST), but I could never get comfortable with its crazy keyboard combos.</p>
<p>After Windows 95 came and became my regular environment, the best choice was <!-- raw HTML omitted -->Ultraedit<!-- raw HTML omitted -->. Very soon, Microsoft Visual Studio became the compiler and IDE of choice for Win95 development, and its built-in editor proved quite powerful, so I would use Ultraedit for editing files that were not C++.</p></description>
</item>
<item>
<title>On Freemium, playstyles and evil game design</title>
<link>https://thejare.github.io/2011/10/on-freemium-playstyles-and-evil-game-design/</link>
<pubDate>Sat, 22 Oct 2011 09:08:14 +0000</pubDate>
<guid>https://thejare.github.io/2011/10/on-freemium-playstyles-and-evil-game-design/</guid>
<description><p>In a couple of Gamasutra <a href="http://www.gamasutra.com/blogs/AdamSaltsman/20111018/8685/Contrivance_and_Extortion_InApp_Purchases__Microtransactions.php" target="_blank" rel="noopener">blog</a> <a href="http://www.gamasutra.com/blogs/AdamSaltsman/20111020/8703/Contrivance_and_Extortion_II_Clarifications_Feedback__Suggestions.php" target="_blank" rel="noopener">posts</a>, Adam Saltsman (of ‘Canabalt’ fame) ranted against what he feels are ‘evil’ game design systems. I characterized his arguments as ‘hysterical’, which is perhaps a bit unfair since rants are meant to be hot. Anyway, at some point I felt compelled to write a long reply, and I’m reposting it here. I’ve edited it only slightly, so it’s possible that some of it is confusing outside of the context of the original discussion.</p>
<blockquote>
<p><em>My guidelines are not for gamers; they’re for humans. My guidelines are not about styles of game or difficulty of game; they’re about treating players with a modicum of respect.</em></p>
</blockquote>
<p>Now, we agree that all players and all humans should be treated with respect. But there is no inherent lack of respect in ensuring that your game encourages players to pay if they like the game and want to enjoy more of it. If anything, you are asking players to respect YOU as a creator by paying something for the enjoyment they derive from your work. Short of a pure donation model, this encouragement must affect the product you create in some ways. That doesn’t make the creator greedy, which seems to be Adam’s characterization of the monetization process.</p></description>
</item>
<item>
<title>Stage3D Vertex Buffer formats</title>
<link>https://thejare.github.io/2011/10/stage3d-vertex-buffer-formats/</link>
<pubDate>Sat, 08 Oct 2011 02:00:59 +0000</pubDate>
<guid>https://thejare.github.io/2011/10/stage3d-vertex-buffer-formats/</guid>
<description><p>If you played with the Stage3D spinning cube sample I linked in the <a href="http://www.iguanademos.com/Jare/wp/?p=2480" target="_blank" rel="noopener">previous post</a>, you will notice one thing: the vertex colors in the vertex buffer are given as 3 floats (red, green and blue). This is rather wasteful in most cases because color components often vary between 0.0 and 1.0, and it’s more efficient to specify vertex colors (including alpha) as a single 32-bit value. For example, in hexadecimal notation, 0xFF800040 would mean alpha of 1.0 (0xFF), blue 0.5 (0x80), green 0 (0x00) and red 0.25 (0x40).</p>
<p>If you look in the Stage3D docs, you will find the constant <strong>Context3DVertexBufferFormat.BYTES_4</strong> to use in the call to <strong>Context3D.setVertexBufferAt()</strong>. But if you naively just change the vertex buffer array to turn each vertex color’s set of 3 components into a single hex value, make <strong>dataPerVertex</strong> = 4 instead of 6, and use <strong>BYTES_4</strong> for va1, then you will find that the colors are coming out wrong. Why? Because the function <strong>VertexBuffer3D.uploadFromVector()</strong> always stores the values from the Vector in <em>floating point format</em>. Of course! This is the most common situation for the components of the vertex positions, normals, texture coordinates and such. But we need our <strong>BYTES_4</strong> color value to be stored verbatim as a 32-bit uint.</p>
<p><strong>Vector.<!-- raw HTML omitted --></strong> and <strong>uploadFromVector()</strong> do not give you control over the byte format of value. How do you solve this?</p></description>
</item>
<item>
<title>Flash Stage 3D is out!</title>
<link>https://thejare.github.io/2011/10/flash-stage-3d-is-out/</link>
<pubDate>Thu, 06 Oct 2011 08:06:41 +0000</pubDate>
<guid>https://thejare.github.io/2011/10/flash-stage-3d-is-out/</guid>
<description><p>A couple of days ago, Adobe released to the masses a new version of their Flash Player, and an updated SDK. The biggest change (for me at least) is the inclusion of hardware-accelerated 3D, known as <a href="http://www.adobe.com/devnet/flashplayer/stage3d.html" target="_blank" rel="noopener">Stage3D</a>. Here’s a quick tour of what I did to compile and run my first Stage3D program (Windows 7 PC but should be applicable everywhere). Useful because the Adobe site is not really clear about this.</p></description>
</item>
<item>
<title>Fun with HTML5</title>
<link>https://thejare.github.io/2011/09/fun-with-html5/</link>
<pubDate>Thu, 29 Sep 2011 21:50:34 +0000</pubDate>
<guid>https://thejare.github.io/2011/09/fun-with-html5/</guid>
<description>I have been playing around with HTML5, Canvas and WebGL. Not a lot to show for it, but at least I forced myself to write a bit again. Check it out here if you’re curious, and good luck reaching a score of 150 on Lesson 5!
By the way, for some reason Firefox has started to run Lesson 5 rather slow in both my PCs. I’m pretty sure it used to be a rock solid 60 fps back when I wrote the game, but at some point either upgrading past Firefox 5, or upgrading to Windows 7, has made it slow.</description>
</item>
<item>
<title>Hello world again</title>
<link>https://thejare.github.io/2011/09/hello-world-again/</link>
<pubDate>Sat, 24 Sep 2011 12:25:42 +0000</pubDate>
<guid>https://thejare.github.io/2011/09/hello-world-again/</guid>
<description>I may be getting interested in writing stuff again with more depth and detail, appropriate (even if small) audience, and with clearer ownership than social networks provide. Twitter is cool as a sort of RSS aggregator; Facebook has become intrusive, annoying and just generally inadequate for anything but on-the-fly photo and YouTube sharing; and Google+ has flatlined. In preparation for more writing, I have added a WordPress blog to my site, because my old blog system was fun to write but boring to maintain and extend.</description>
</item>
<item>
<title>Google+</title>
<link>https://thejare.github.io/2011/06/google-/</link>
<pubDate>Thu, 30 Jun 2011 22:53:54 +0000</pubDate>
<guid>https://thejare.github.io/2011/06/google-/</guid>
<description>Catch me there: https://plus.google.com/109393462510769944302/</description>
</item>
<item>
<title>Relinuxed</title>
<link>https://thejare.github.io/2011/05/relinuxed/</link>
<pubDate>Thu, 12 May 2011 12:44:33 +0000</pubDate>
<guid>https://thejare.github.io/2011/05/relinuxed/</guid>
<description>Time for that old laptop to receive Ubuntu 11.04!
Er…
Apparently, the graphics card is too old to run the fancy new Unity UI. Ah well, in any case, it’s a good idea to have a working Linux machine.
Then, the same problem as before. And I hate myself for not detailing precisely what I did to speed up the HDD. I need to fix this ASAP because the system has started doing massive checks to update packages and the machine is completely unusable.</description>
</item>
<item>
<title>Web design</title>
<link>https://thejare.github.io/2011/04/web-design/</link>
<pubDate>Fri, 22 Apr 2011 00:44:17 +0000</pubDate>
<guid>https://thejare.github.io/2011/04/web-design/</guid>
<description>I wrote a minimalistic photo gallery for my wife. It’s a quick mix of php and MySQL on the server, css/html page, and some Javascript+jQuery for a still unfinished slideshow function.
The layout spec was:
– left-side navigation column – picture to the right of the navigation, with a title centered underneath – work with pictures of varying sizes – a screen-wide footer – as little else as possible
I wanted to make it as friendly as possible to screen sizes and form factors, so that even in the smallest or weirdest screen, you would see as much of the picture as possible.</description>
</item>
<item>
<title>MySQL</title>
<link>https://thejare.github.io/2011/04/mysql/</link>
<pubDate>Sun, 17 Apr 2011 13:33:18 +0000</pubDate>
<guid>https://thejare.github.io/2011/04/mysql/</guid>
<description>In the previous post, I made references to MySQL but didn’t say anything about a quick local setup. So here’s what I did for mine:
– Download MySQL binaries from http://dev.mysql.com/downloads/mysql/. I chose the huge 64-bit Zip archive.
– I unzipped the /bin/, /data/, /docs/ and /share/english/ folders into my destination MySQL folder. Then I deleted all the .pdb files.
– Start the server via start mysqld. You can later stop it with mysqladmin.</description>
</item>
<item>
<title>nginx 1.0</title>
<link>https://thejare.github.io/2011/04/nginx-1.0/</link>
<pubDate>Sat, 16 Apr 2011 01:56:32 +0000</pubDate>
<guid>https://thejare.github.io/2011/04/nginx-1.0/</guid>
<description>Since I started working on Pyro’s server backend for its social games, I have grown to love the nginx web server. Compact, efficient and fully featured, it’s a great alternative to Apache if you are in full control of your web server and apps.
A few days ago nginx came of age with the release of 1.0, so I did a refresh of my simple web dev setup at home:</description>
</item>
<item>
<title>Ping</title>
<link>https://thejare.github.io/2010/11/ping/</link>
<pubDate>Sun, 14 Nov 2010 12:02:16 +0000</pubDate>
<guid>https://thejare.github.io/2010/11/ping/</guid>
<description>Still alive… cleaned up some of the hacks I did with dates a while ago. Now I must test them. 🙂</description>
</item>
<item>
<title>Linuxing like it's 1993</title>
<link>https://thejare.github.io/2010/05/linuxing-like-its-1993/</link>
<pubDate>Sun, 09 May 2010 12:37:00 +0000</pubDate>
<guid>https://thejare.github.io/2010/05/linuxing-like-its-1993/</guid>
<description>Well not exactly, Linux distributions these days are much more organized and documented than in the wild west days before 1.0 hit. But I have installed Ubuntu Desktop 10.04 on my old Laptop, a 7-year old thing with 512Mb RAM, some Centrino CPU and a slow-ass ATI 9200.
Windows XP on that laptop had slowed down noticeably over time, especially since I installed an antivirus, but back in the day it was a decent PC.</description>
</item>
<item>
<title>Replies and Captchas</title>
<link>https://thejare.github.io/2010/05/replies-and-captchas/</link>
<pubDate>Sun, 02 May 2010 02:17:00 +0000</pubDate>
<guid>https://thejare.github.io/2010/05/replies-and-captchas/</guid>
<description>Hey gang,
I have inserted Google’s reCAPTCHA widget to validate user registration.
The Captcha is a bit annoying right now because pressing Enter after typing it in will default to Login rather than Register, forcing you to manually click on the button. I think I don’t really need two separate buttons anymore, so I may fix that soon.
I’ll probably wipe the user database because by now everyone who ever posted here may have forgotten their password.</description>
</item>
<item>
<title>Taskbar vs Tray</title>
<link>https://thejare.github.io/2010/04/taskbar-vs-tray/</link>
<pubDate>Fri, 30 Apr 2010 08:23:00 +0000</pubDate>
<guid>https://thejare.github.io/2010/04/taskbar-vs-tray/</guid>
<description>Dismayed to find out that MSN’s and Skype 4.2’s lack of a proper tray icon in Windows 7 is by design. According to this: &ldquo;This icon pattern is no longer recommended for Windows 7. Use regular taskbar buttons instead if your program has desktop presence.&quot;
I think the taskbar is notthe right place for icons that we use very rarely, but what do I know… For now the best approach if you don’t like this feature is to set the programs to run on Vista SP2 compatibility mode; in the long run I guess I’ll just have to get used to it.</description>
</item>
<item>
<title>RSS Fixes</title>
<link>https://thejare.github.io/2010/04/rss-fixes/</link>
<pubDate>Thu, 29 Apr 2010 22:20:00 +0000</pubDate>
<guid>https://thejare.github.io/2010/04/rss-fixes/</guid>
<description>At the insistence of Cesar, I took a look at the date issues in the RSS Feed generator. It should be fixed now. The timezones used are not correct and the time shown in the RSS is different than the time shown in the Blog itself. Ah well.</description>
</item>
<item>
<title>Ping!</title>
<link>https://thejare.github.io/2010/04/ping/</link>
<pubDate>Sat, 24 Apr 2010 23:02:00 +0000</pubDate>
<guid>https://thejare.github.io/2010/04/ping/</guid>
<description>Hey!
Yeah I’m still alive, and so is the site. For some reason, posting here got completely sidetracked, I guess I just ended up doing my &ldquo;social updates&rdquo; via Facebook instead. I don’t know if that’s going to really change, so no promises.
Whew, 2009 flew by and what a great year it was. Then 2010 came with some surprises early on: Activision laid off my entire team at Radical. I was already considering coming back to Spain after finishing the project, so this just sped things up.</description>
</item>
<item>
<title>3D Movie craze</title>
<link>https://thejare.github.io/2009/04/3d-movie-craze/</link>
<pubDate>Wed, 08 Apr 2009 00:33:00 +0000</pubDate>
<guid>https://thejare.github.io/2009/04/3d-movie-craze/</guid>
<description>I recently watched Coraline, a charming fairytale. I was mildly excited to see it in 3D and find out what all the craze was about. Back in the 80’s I watched Jaws 3D using the same technology, and being less than impressed after the first 3 or 4 gimmicks.
The result? I liked Coraline but didn’t enjoy the experience. I found the 3D distracting at times, and generally tiring. This article describes many of these symptoms and possible causes much better than I can try.</description>
</item>
<item>
<title>Jammin!</title>
<link>https://thejare.github.io/2009/01/jammin/</link>
<pubDate>Fri, 09 Jan 2009 08:43:00 +0000</pubDate>
<guid>https://thejare.github.io/2009/01/jammin/</guid>
<description>Happy New Year!
The Universidad Complutense team is organizing a Game Jam in Madrid around the end of January 2009. Check it out! It’s the same people who organized the Master in Games Programming with which I collaborated as a tutor a few years ago, so I know you will be in good hands. (thanks Bak, I had totally missed this one)
&laquo;insert New Year’s Resolution about blogging more often&raquo;</description>
</item>
<item>
<title>Games</title>
<link>https://thejare.github.io/2008/10/games/</link>
<pubDate>Sun, 19 Oct 2008 23:42:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/10/games/</guid>
<description>I’ve been playing lately:
LEGO Batman: Just like all the other LEGO games. Funny, forgiving and with tons of stuff to do on the side. I love the idea of playing the missions from the point of view of the heros and then the villains.
Braid: Irritating but creative and ultimately very rewarding. Most of the puzzles have relatively easy to execute solutions, but they can be hard to figure out, while the more obvious solutions are jolly hard to do.</description>
</item>
<item>
<title>Updates</title>
<link>https://thejare.github.io/2008/08/updates/</link>
<pubDate>Sun, 17 Aug 2008 21:33:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/08/updates/</guid>
<description>After the Activision Blizzard merger thing, a lot of people have been laid off at Radical Entertainment, but thankfully I’m not one of them. I wish the best of lucks to those who are no longer in the company, and I hope they land on their very capable and knowledgeable feet.
When the final details of the layoffs were announced, I was on holidays in Alaska. It’s weird to be hiking, trying to catch sight of a bear or moose, and generally having a great time, while you know that at that precise moment you may be losing your job.</description>
</item>
<item>
<title>Dude, where's my loot?</title>
<link>https://thejare.github.io/2008/07/dude-wheres-my-loot/</link>
<pubDate>Tue, 15 Jul 2008 00:42:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/07/dude-wheres-my-loot/</guid>
<description>The Diablo 3 announcement got my loot-whore juices flowing again. Loot in WoW is a grind to get, Titan Quest hadn&rsquo;t done it for me, AoC didn&rsquo;t even register, Robokill is nice but small, and I am fighting the urge to buy the Diablo 2 battlechest. But then I remembered that the Too Human demo was coming out soon. Today, in fact.
I like what they were trying to do with the game, I like it a lot.</description>
</item>
<item>
<title>Movies and stuff</title>
<link>https://thejare.github.io/2008/07/movies-and-stuff/</link>
<pubDate>Sat, 05 Jul 2008 20:16:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/07/movies-and-stuff/</guid>
<description>Age of Conan came out, a promising MMO from veterans Funcom. It promised gore, nudity, great graphics and a few twists to the classic MMORPG genre. Even though it delivered in those areas, the game is way too buggy, unfinished and, well, unpolished. I reached level 43 and stopped playing. As a developer, I can endure normal bugs, but there’s just not enough variety in the game to make me want to play further.</description>
</item>
<item>
<title>Movies</title>
<link>https://thejare.github.io/2008/04/movies/</link>
<pubDate>Mon, 07 Apr 2008 00:09:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/04/movies/</guid>
<description>It’s been a while since I updated this, so let’s at least recap a few movies I’ve seen lately. From better to worse:
In Bruges: Unique film full of strange situations and unforgettable characters and dialog. Despite being so weird, it still manages to be very entertaining.
Charlie Wilson’s War: interesting characters and excellent dialogs in a very entertaining and thought-provoking movie. Very good acting except for Julia Roberts, who for some reason is not believable at all in her role.</description>
</item>
<item>
<title>Evil Spam</title>
<link>https://thejare.github.io/2008/03/evil-spam/</link>
<pubDate>Fri, 28 Mar 2008 19:35:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/03/evil-spam/</guid>
<description>Spammers have caught up with the site. For now I have disabled anonymous posting, a more permanent solution will come soon. And hopefully more interesting news.</description>
</item>
<item>
<title>Devil May Cry 4</title>
<link>https://thejare.github.io/2008/02/devil-may-cry-4/</link>
<pubDate>Thu, 14 Feb 2008 01:13:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/02/devil-may-cry-4/</guid>
<description>It’s out, and it’s fantastic! Finishing the game is relatively easy even for old farts like me, but the point of the game is killing with style, variety and effectiveness. The game’s biggest flaw is that it repeats a lot of content, but it doesn’t feel too repetitive to me because it’s the fun of fighting that matters.
They pulled off a tough feat when more than half of the game is played with a new character instead of our beloved Dante, and that character doesn’t suck!</description>
</item>
<item>
<title>Rez HD</title>
<link>https://thejare.github.io/2008/01/rez-hd/</link>
<pubDate>Wed, 30 Jan 2008 23:03:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/01/rez-hd/</guid>
<description>The wonderful Rez is back on XBox Live, and it looks and sounds absolutely glorious. Even though the game has an hypnotic and relaxing quality, my right thumb hurts, and with Devil May Cry 4 next week that’s just the beginning. 🙂</description>
</item>
<item>
<title>Political commentary in FPS games? No thanks</title>
<link>https://thejare.github.io/2008/01/political-commentary-in-fps-games-no-thanks/</link>
<pubDate>Sat, 26 Jan 2008 17:04:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/01/political-commentary-in-fps-games-no-thanks/</guid>
<description>A few monhts ago in Gamasutra, Harvey Smith described the intriguing elements of social and political subversion in his shooter Blacksite: Area 51. The game apparently turned out to be crap, but I never got to try it. Now Gamasutra again introduces us to another contender for &ldquo;politically conscious FPS games&rdquo; in the form of Turning Point: Fall of Liberty. From the horrible demo just released, this game is even worse.</description>
</item>
<item>
<title>Cloverfield</title>
<link>https://thejare.github.io/2008/01/cloverfield/</link>
<pubDate>Sat, 19 Jan 2008 22:57:00 +0000</pubDate>
<guid>https://thejare.github.io/2008/01/cloverfield/</guid>
<description>JJ Abram’s latest baby is here, after months of speculation generated by last summer’s trailer and an Internet viral campaign. It’s basically a Godzilla-like monster movie shown through the eyes of a guy’s camcorder. There are many reports of people feeling sick and even throwing up thanks to the savage shaky-cam work. I certainly saw way more people getting up and out of the theater than in any other movie I remember (except for Vatel, but that’s a different story).</description>
</item>
<item>
<title>Merry Xmas!</title>
<link>https://thejare.github.io/2007/12/merry-xmas/</link>
<pubDate>Sun, 30 Dec 2007 15:36:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/12/merry-xmas/</guid>
<description>And a happy New Year to everyone!
It´s good to be in Spain for a couple of weeks, see the family, friends, and of course have plenty of tapas and fun.
Yesterday I went to watch Michael Clayton, an excellent directorial debut by writer Tony Gilroy. He was clearly influenced by producer Steven Soderbergh’s style: slow pace, complex storytelling and heavy emphasis on character development. One of the best movies this year.</description>
</item>
<item>
<title>Sound effects</title>
<link>https://thejare.github.io/2007/12/sound-effects/</link>
<pubDate>Sun, 16 Dec 2007 14:01:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/12/sound-effects/</guid>
<description>A few days ago Dr Petter released a little tool to generate simple sound effects for hobby game developers. &ldquo;An MS Paint for sound effects…&rdquo; as he puts it himself. It’s certainly no SoundForge, but lots of fun to play with, and more than capable for many quick projects.</description>
</item>
<item>
<title>Passage</title>
<link>https://thejare.github.io/2007/12/passage/</link>
<pubDate>Wed, 05 Dec 2007 00:24:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/12/passage/</guid>
<description>Ok, this is really cool. Passage is a sort of artsy-fartsy game that’s supposed to make you think and all that, rather than entertain.
Jokes aside, it is a really interesting experiment. It’s not pretty, it’s not even fun, but it certainly touches some of the ways in which a game can speak about us, both the author and the players. You should play it without reading any instructions, just… well, like creator Jason Roher says, fire it up and play it.</description>
</item>
<item>
<title>Fun bits</title>
<link>https://thejare.github.io/2007/12/fun-bits/</link>
<pubDate>Mon, 03 Dec 2007 19:54:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/12/fun-bits/</guid>
<description>Fun with boxes in Crysis. If you are not a demoscener then you may not already know that cubes can be beautiful.
Independent Games Festival finalists. Some great-looking stuff there (with interesting emphasis on rhythm games), and some are freely available. Best of lucks to all of them!</description>
</item>
<item>
<title>Montreal Games Summit</title>
<link>https://thejare.github.io/2007/11/montreal-games-summit/</link>
<pubDate>Thu, 29 Nov 2007 21:57:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/11/montreal-games-summit/</guid>
<description>Some good stuff coming from there, but from all the coverage I have had access to, this talk by Jonathan Blow is the most interesting (and complete – audio and slides included). A bit incomplete in the sense that it doesn’t address the need for commercial games to work as commercial products, but commercial viability is not his point anyway.
For some time I have held the belief that games have a hard time as meaningful forms of expression, because the kind of activity and instant-to-instant attention they require tends to overwhelm the mind and distract from what could be meaningful in them.</description>
</item>
<item>
<title>XNA 2.0 Beta</title>
<link>https://thejare.github.io/2007/11/xna-2.0-beta/</link>
<pubDate>Sat, 24 Nov 2007 23:13:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/11/xna-2.0-beta/</guid>
<description>The beta is out, so I dusted off my test project and checked it out.
The transition was fairly painless, and the great news is that it works with Visual Studio 2005. No more of that Express crap! (to be fair, VC# Express is quite good for the price)
I was curious about the Content Pipeline stuff since I had never touched it before, so I set out to prepare a custom Model processor that would extract more detailed material parameters from the source art, including a property to specify a specific fx shader / effect.</description>
</item>
<item>
<title>Mario Galaxy</title>
<link>https://thejare.github.io/2007/11/mario-galaxy/</link>
<pubDate>Sat, 17 Nov 2007 23:20:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/11/mario-galaxy/</guid>
<description>It is absolutely incredible. So much charm, creativity, humor, polish and attention to detail. After playing this, you will never again wonder why you bought a Wii.</description>
</item>
<item>
<title>Thank you GPG and some PS3 impressions</title>
<link>https://thejare.github.io/2007/11/thank-you-gpg-and-some-ps3-impressions/</link>
<pubDate>Sun, 11 Nov 2007 12:16:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/11/thank-you-gpg-and-some-ps3-impressions/</guid>
<description>Gas Powered Games have released a patch that removes the SecuROM copy protection crap from Supreme Commander: Forged Alliance. The game was released this week, so the patch has taken less than 4 days to arrive. Another game to add to the neverending pile!
I also bought a PS3. I knew I would get one sooner or later, and with the recent price discounts and Ratchet &amp; Clank now out, there just wasn’t any reason to delay the inevitable.</description>
</item>
<item>
<title>Jericho!</title>
<link>https://thejare.github.io/2007/11/jericho/</link>
<pubDate>Sun, 04 Nov 2007 19:40:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/11/jericho/</guid>
<description>At last the chaps at Mercury Steam have released their baby. Gore, guts, twisted demons and tortured souls, the kind of stuff you would expect from Clive Barker. NOT subtle. 🙂
Reviews and fan response so far are quite spread, with a few reviews totally panning the game, a few loving it, and pretty much everything in between. Why? Well, because the game really IS a lot of different things. I’ll tell you what I think.</description>
</item>
<item>
<title>Collaborative Fiction</title>
<link>https://thejare.github.io/2007/10/collaborative-fiction/</link>
<pubDate>Sun, 21 Oct 2007 10:27:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/10/collaborative-fiction/</guid>
<description>Via Indygamer, The Abrupt Goodbye is an intriguing little experiment about the nature of user-created content. It’s only been active for a few days and it already has over 5K entries, but in practice most conversations still feel very short (do the math). If you are curious, the author is commenting on the process in a forum thread.</description>
</item>
<item>
<title>Those Tip of the Day boxes you disable right away</title>
<link>https://thejare.github.io/2007/10/those-tip-of-the-day-boxes-you-disable-right-away/</link>
<pubDate>Mon, 15 Oct 2007 20:56:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/10/those-tip-of-the-day-boxes-you-disable-right-away/</guid>
<description>I hate them. I run some application, and instead of letting me work right away, it decides to pop up and invariably tell me something I already know. My mind is already anticipating the first steps that I’m going to perform, and that flow is abruptly interrupted by the need to push that evil &ldquo;Close&rdquo; button. I normally choose to disable it immediately. However, sometimes there may be useful stuff lurking in there, but I never get to revisit them.</description>
</item>
<item>
<title>Orange Box</title>
<link>https://thejare.github.io/2007/10/orange-box/</link>
<pubDate>Fri, 12 Oct 2007 20:16:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/10/orange-box/</guid>
<description>Futureshop: &ldquo;Sorry we sold out the few units we got.&quot;
EBGames: &ldquo;We only got a few copies and they sold out. Maybe in a few days.&quot;
HMV: &ldquo;Our order hasn’t arrived yet.&quot;
Interesting launch for a Game Of The Year contender. 360 version BTW.
Edit: As a consolation, Puzzle Quest if finally out in XBLA. It’s a fantastic game.
Well, found a copy in Best Buy, and played through the regular Portal missions.</description>
</item>
<item>
<title>Things pile up</title>
<link>https://thejare.github.io/2007/10/things-pile-up/</link>
<pubDate>Fri, 05 Oct 2007 00:04:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/10/things-pile-up/</guid>
<description>Almost done with Halo 3, but hoping for some coop runs. Being near the end of Blue Dragon still means quite a few hours left. Halfway through Super Paper Mario. Stuck in Guitar Hero Hard mode. HL Orange box is coming next week. Courtesy copy of Crash of the Titans arriving soon. Want to try World In Conflict. Still curious about Metroid Prime 3. Jericho in stores shortly. Mario Galaxy next month.</description>
</item>
<item>
<title>Halo</title>
<link>https://thejare.github.io/2007/09/halo/</link>
<pubDate>Tue, 25 Sep 2007 19:53:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/09/halo/</guid>
<description>Unless you are hiding under a rock, or your name is trace, you probably know that Halo 3 has just been released with the hopes of becoming the fastest selling game ever. Regardless what you think of the game or the series, you will probably agree that this video is quite funny. I won’t be playing the game until next week, but I’m looking forward to it.
A demo of Crash of the Titans from Radical is also available for the 360.</description>
</item>
<item>
<title>Misc</title>
<link>https://thejare.github.io/2007/09/misc/</link>
<pubDate>Sat, 22 Sep 2007 02:26:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/09/misc/</guid>
<description>I finally bought a Wii, so I’m playing Super Paper Mario (thanks Houmi!). Very entertaining, although the switching to 3D thing becomes more a gimmick as you play. Still, very imaginative maps and characters.
I also bought Blue Dragon on the 360, and I’m impressed. This thing is HUGE, I can see in excess of 40 hours to complete the main story, and god knows how much more for the side quests.</description>
</item>
<item>
<title>Crysis Rendering Techniques</title>
<link>https://thejare.github.io/2007/09/crysis-rendering-techniques/</link>
<pubDate>Mon, 10 Sep 2007 21:58:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/09/crysis-rendering-techniques/</guid>
<description>Very interesting material from Siggraph here. Information overload available at ACM’s SIGGRAPH Course index; take it easy. 🙂</description>
</item>
<item>
<title>Prototype</title>
<link>https://thejare.github.io/2007/09/prototype/</link>
<pubDate>Sat, 08 Sep 2007 21:49:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/09/prototype/</guid>
<description>Trace wants to know less about the games I play, and more about the games I work on. 🙂 I joined Radical Entertainment to work on the Advanced Technology Group (known as ATG). We create the technology (the &ldquo;Titanium&rdquo; engine) that all game teams at Radical use to create their games. Radical’s ability to make that happen was one of the things that attracted me here. As I learn more about how they got to this point, I realize that it has been far from easy, but it’s not an impossible task like *ahem* previous experiences might suggest.</description>
</item>
<item>
<title>And more games</title>
<link>https://thejare.github.io/2007/09/and-more-games/</link>
<pubDate>Wed, 05 Sep 2007 21:36:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/09/and-more-games/</guid>
<description>Bioshock is really good. It’s not perfect, but it does so many things so well, that it has won a place in my &ldquo;best games of the past few years&rdquo; list. I’m close to the end now, and I’m pretty sure that I won’t play it again after I’m done… but the very fact that I asked myself that question should be quite telling. The only modern games that I replayed immediately after finishing (normally at a higher difficulty) have been… Commander Keen, Doom, Quake, Quake2, Return to Castle Wolfenstein (see a pattern?</description>
</item>
<item>
<title>Bioshock Bugs</title>
<link>https://thejare.github.io/2007/08/bioshock-bugs/</link>
<pubDate>Tue, 21 Aug 2007 22:53:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/08/bioshock-bugs/</guid>
<description>Grrrrr.
The game is good, but (a) subtitles are still heavily desynched like in the demo, and (b) save often, or you risk wasting lots of time when it crashes. I have 1:30 to replay. 🙁 This is on 360, so I can’t blame the drivers.</description>
</item>
<item>
<title>New Kenta Cho Game</title>
<link>https://thejare.github.io/2007/08/new-kenta-cho-game/</link>
<pubDate>Sun, 19 Aug 2007 23:52:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/08/new-kenta-cho-game/</guid>
<description>From Indygamer, Kenta Cho’s latest little gem in Flash, Least Best Room. It’s very original, and more than a little claustrophobic. If you are curious about what you’re supposed to do, check out this video.</description>
</item>
<item>
<title>Bioshock</title>
<link>https://thejare.github.io/2007/08/bioshock/</link>
<pubDate>Mon, 13 Aug 2007 22:05:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/08/bioshock/</guid>
<description>The 360 demo is available on Live, and it kicks some serious ass. Combat can get a bit confusing, and there was some odd problem with the timing of subtitles, but I’m sold.</description>
</item>
<item>
<title>Siggraph</title>
<link>https://thejare.github.io/2007/08/siggraph/</link>
<pubDate>Sat, 11 Aug 2007 23:59:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/08/siggraph/</guid>
<description>Via Beyond 3D, Non-exhaustive list of papers presented at Siggraph. Unfortunately, no links to the actual papers, but at least you get an idea what to look for, and there’s a video at the top that illustrates some of the stuff. Feel free to add links to papers in the replies. One example is Seam Carving.
Also, some details about the new OpenGL standards.</description>
</item>
<item>
<title>XNA</title>
<link>https://thejare.github.io/2007/08/xna/</link>
<pubDate>Thu, 09 Aug 2007 20:37:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/08/xna/</guid>
<description>CoDe Magazine has published a rather large article about XNA games development, with a lot of input from professional developers like Jamie Fristrom and Raph Koster (both linked in the left sidebar). There’s a lot of repetition, but it does bring home the point that XNA and C# can be useful even for professional developers today, and will most certainly become more useful in the future. I have only done a couple of minor experiments with XNA 1.</description>
</item>
<item>
<title>Smart Shooters</title>
<link>https://thejare.github.io/2007/08/smart-shooters/</link>
<pubDate>Wed, 08 Aug 2007 00:18:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/08/smart-shooters/</guid>
<description>By now I have finally accepted that I don’t like them. What’s a &ldquo;smart shooter&rdquo;? A First Person Shooter type of game where the emphasis is more on atmosphere and story (the environment in which you do things) than on raw gameplay (the things you actually do). The classic examples were System Shock 1 &amp; 2… I tried SS1 and had zero fun with it. The story bits and character progression in SS2 kept me hooked for about 2 hours, but at that point the cruddy combat just got to me.</description>
</item>
<item>
<title>Raid and Boss Design</title>
<link>https://thejare.github.io/2007/08/raid-and-boss-design/</link>
<pubDate>Tue, 07 Aug 2007 21:39:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/08/raid-and-boss-design/</guid>
<description>I just ran into this writeup of a presentation by Blizzard lead designers about their processes and criteria for creating instances and bosses. Short but very interesting.</description>
</item>
<item>
<title>Sunshine</title>
<link>https://thejare.github.io/2007/07/sunshine/</link>
<pubDate>Sat, 28 Jul 2007 01:54:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/07/sunshine/</guid>
<description>Despite a number of oddities, Sunshine is the best Science-Fiction movie in many years. Visually stunning, excellent music, and a story with a lot of personality despite being essentially a mish-mash of sci-fi topics already used in previous movies.
The commercial success of this movie is doomed due to the strange way in which distributors have handled it, with late and staggered releases and a marketing campaign that tells too much.</description>
</item>
<item>
<title>Games and demos</title>
<link>https://thejare.github.io/2007/07/games-and-demos/</link>
<pubDate>Tue, 24 Jul 2007 00:45:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/07/games-and-demos/</guid>
<description>The Darkness: it’s fun, it’s creepy, it’s quite good. The 360 version looks way better than what I remember of the short PS3 testdrive I did a few weeks ago. Cutscene animations are very stiff.
Tomb Raider Legend: I finally sat down to play it through to the end. Very good platforming and puzzles, simplistic combat, and weird bosses with pretty bad (accelerated?) animations. Quite nice overall, and great value at $19.</description>
</item>
<item>
<title>E3, Transformers and a new JJ Abrams Mistery</title>
<link>https://thejare.github.io/2007/07/e3-transformers-and-a-new-jj-abrams-mistery/</link>
<pubDate>Sun, 15 Jul 2007 10:50:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/07/e3-transformers-and-a-new-jj-abrams-mistery/</guid>
<description>Voodoo Extreme has collected a fantastic index of coverage and trailers from E3. I suppose the new E3 format sucks for game fans and small/hobby game sites and bloggers, but looks much better and useful for developer and publishers doing actual work. As a visitor I’ll miss the old E3, as a developer I think I won’t.
The Transformers movie was exactly as expected: cheesy, long, boring and mostly irrelevant script, fast and erratic editing, saturated colors, and excellent CGI and explosions.</description>
</item>
<item>
<title>From zero to&#8230; a f*ng mess</title>
<link>https://thejare.github.io/2007/07/from-zero-to#8230-a-fng-mess/</link>
<pubDate>Fri, 13 Jul 2007 09:04:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/07/from-zero-to#8230-a-fng-mess/</guid>
<description>A week before E3, someone unveils a Circuit City ad with a PS3 announced for $100 less. People speculate of a PS3 price drop. Sony categorically denies. E3 arrives, and Sony formally announces a $100 price drop. Ok, the deny-then-confirm tactic is old and tired, but hey… the PS3 needs all the help they can get, because they are simply not selling like they should.
E3 goes well for Sony, with a number of interesting exclusive games, and the general impression is that PS3 is going to start taking off.</description>
</item>
<item>
<title>Ratatouille</title>
<link>https://thejare.github.io/2007/07/ratatouille/</link>
<pubDate>Tue, 10 Jul 2007 23:38:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/07/ratatouille/</guid>
<description>Call me a fanboy if you want, but I just came out of the movie theater feeling that Ratatouille is the best animated movie ever made, and one of the best movies of any kind in many years. Script, characters, visual design, animation, rendering technology, pacing, humour… I absolutely loved all of it. I spent the entire movie with an unmistakable feeling of pure joy in my chest.
It does many things against what we may consider &ldquo;mainstream business sense&rdquo;, from the rat theme, to the french accents and the adult themes in an animated movie… and it’s probably going to pay for it with a less than stellar box office.</description>
</item>
<item>
<title>Canada Day</title>
<link>https://thejare.github.io/2007/07/canada-day/</link>
<pubDate>Mon, 02 Jul 2007 23:28:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/07/canada-day/</guid>
<description>July 1st is Canada Day, so there was lots of partying all over the city. At night they put out a neat fireworks show up over Canada Place. I took the Nikon and a tripod, and went over there with Sergio and Diego. You can see a little gallery here. This is just a sample:</description>
</item>
<item>
<title>Funky Visual Studio 2005 bug</title>
<link>https://thejare.github.io/2007/06/funky-visual-studio-2005-bug/</link>
<pubDate>Fri, 22 Jun 2007 01:32:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/06/funky-visual-studio-2005-bug/</guid>
<description>I ran into this today with VS2005 SP1: if you define the body of a specialization of a template class’ member function in a separate cpp file, the linker will barf:
`template&lt;class T&gt; struct A { void f() {} };template&lt;&gt; void A::f(); // body in a separate cpp You have to define the body in all source files (or at least one) that actually use the specialization of that function, normally in the header file:</description>
</item>
<item>
<title>Region locks</title>
<link>https://thejare.github.io/2007/06/region-locks/</link>
<pubDate>Mon, 18 Jun 2007 01:07:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/06/region-locks/</guid>
<description>My european copies of Gears of War, Lego Star Wars 2, King Kong and Tomb Raider Legend work on an american 360. Burnout and PGR3 don’t. I hope the PS3 marks the end of region-locked games forever; I hate them. Actually, I’m not sure if Wii games are also region coded. Anyway, that’s the mini-rant before going to sleep.</description>
</item>
<item>
<title>State of the Next Gen</title>
<link>https://thejare.github.io/2007/06/state-of-the-next-gen/</link>
<pubDate>Sat, 16 Jun 2007 16:34:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/06/state-of-the-next-gen/</guid>
<description>No more Vista posts for a while. 🙂
It seems that my bold predictions for the Nintendo Wii were only half right. The Wii is a runaway success (it is still impossible to find one on the shelves here in Vancouver), but in terms of software sales, Nintendo games are the only real sellers for that system. Add to that the impressive numbers for the Nintendo DS.
Meanwhile, the XBox 360 and the especially the PS3 are having a hard time penetrating the market.</description>
</item>
<item>
<title>Firefox and Vista</title>
<link>https://thejare.github.io/2007/06/firefox-and-vista/</link>
<pubDate>Sun, 10 Jun 2007 10:27:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/06/firefox-and-vista/</guid>
<description>Another annoyance gone now: with Firefox installed and set as the default browser, clicking on links in applications would result in an annoying error message from Vista despite Firefox opening the link correctly. Same happens if you type a URL in an Explorer window. This popup only happens if Firefox was not already running. The fix is to remove or rename the registry key:
HKEY_CLASSES_ROOT\FirefoxURL\shell\open\ddeexec
This key will reappear when Firefox is updated, so you may want to prepare a .</description>
</item>
<item>
<title>Blizzard does it again</title>
<link>https://thejare.github.io/2007/06/blizzard-does-it-again/</link>
<pubDate>Mon, 04 Jun 2007 22:08:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/06/blizzard-does-it-again/</guid>
<description>I know a few people got the Starcraft urge after the SC2 announcement; a couple of them even went and bought it again. I might have done likewise if I didn’t have Supreme Commander. But this?
Starcraft Battlechest and Warcraft 3 Battlechest up in the top 10 PC sales. The former is 9 years old, the later 5. And of course WoW and its expansion taking the top 2 spots. It’s just insane.</description>
</item>
<item>
<title>Tower Defense</title>
<link>https://thejare.github.io/2007/06/tower-defense/</link>
<pubDate>Sun, 03 Jun 2007 21:55:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/06/tower-defense/</guid>
<description>If you have never played a Tower Defense game, now is the time to check them out by downloading the demo for Immortal Defense (via Indygamer). I believe this game concept originated as a mod for Starcraft and later Warcraft 3, but it has become a subgenre of strategy games in itself. The idea is simple: place and upgrade static defenses and destroy the incoming enemy waves. Different towers have different abilities, and the amount of enemies can be overwhelming at times, so make the most out of your limited resources!</description>
</item>
<item>
<title>Vista!</title>
<link>https://thejare.github.io/2007/05/vista/</link>
<pubDate>Wed, 30 May 2007 22:55:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/05/vista/</guid>
<description>I have installed Windows Vista Ultimate on my desktop PC. So far, the usual: it is prettier but it feels noticeably slower and more unstable. The OS keeps asking for permission to do anything, but I know where that comes from and I don’t mind.</description>
</item>
<item>
<title>Lost</title>
<link>https://thejare.github.io/2007/05/lost/</link>
<pubDate>Thu, 24 May 2007 00:04:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/05/lost/</guid>
<description>I just finished watching the 3rd season’s finale, and despite having found most of this season fairly uninteresting, I think the finale is among the best endings of a TV series I have ever seen. The finales of Battlestar Galactica’s 2nd season and Invasion’s first and only were very good as well, whereas this years’s Heroes has been a bit meh, 24 was &ldquo;more of the same&rdquo; and BSG was downright terrible.</description>
</item>
<item>
<title>Supreme Commander</title>
<link>https://thejare.github.io/2007/05/supreme-commander/</link>
<pubDate>Tue, 22 May 2007 00:45:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/05/supreme-commander/</guid>
<description>I’ll keep it short: the actual game is not so terrible, and all in all it seems a nice update of true Total Annihilation gameplay. I played the first few campaign missions and I found them fairly uninspired: complete some early objectives before the map expands and then decimate a large enemy base. Fun but a bit monotonous.
The only problem that remains is that the game freezes my PC after about 10-20 minutes of playing.</description>
</item>
<item>
<title>RTS time!</title>
<link>https://thejare.github.io/2007/05/rts-time/</link>
<pubDate>Sat, 19 May 2007 19:11:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/05/rts-time/</guid>
<description>Unless you are hiding under a rock, you will know by now that Blizzard has officially announced Starcraft 2. Juciy cinematic and gameplay videos are cluttering the Internet, fanboys and detractors heated in dialectic debates about the apparent lack of a difference between this game and the original. Me? I loved the original and I don’t mind Starcraft 1.5 with a visual upgrade. I don’t mind that at all. It looks exactly how I hoped it would, nothing more and nothing less.</description>
</item>
<item>
<title>And more on game reviews</title>
<link>https://thejare.github.io/2007/05/and-more-on-game-reviews/</link>
<pubDate>Wed, 09 May 2007 22:36:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/05/and-more-on-game-reviews/</guid>
<description>I wish they were all as honest as this. But what would have David Jaffe done if that was about his game?
Nah, I bet he would have loved it.</description>
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<title>Don&#8217;t anger the game developer!</title>
<link>https://thejare.github.io/2007/05/don#8217t-anger-the-game-developer/</link>
<pubDate>Wed, 02 May 2007 09:16:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/05/don#8217t-anger-the-game-developer/</guid>
<description>David Jaffe (THE God of War creator) just finished a completely different kind of project: casual, downloadable, $10 PS3 game &ldquo;Calling All Cars&rdquo;. Then, Gamespot gave it a 6.7. David didn’t like it, but apparently something in the reviews (he says the IGN one) made them decide to spend a bit more time fixing some problems. Joystiq made fun of him, and he got really mad.
I like to see game developers voicing opinions, and I have my share of secretly (or not so secretly) hated gaming sites and reviewers… but when one of our industry’s best tells a gaming site to just &ldquo;Fuck you, guys.</description>
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<title>Frabrausch does it again</title>
<link>https://thejare.github.io/2007/04/frabrausch-does-it-again/</link>
<pubDate>Mon, 23 Apr 2007 23:50:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/04/frabrausch-does-it-again/</guid>
<description>They are back. Hope your machine is up to the task! (If not, here’s a Youtube alternative)</description>
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<title>Stick demo</title>
<link>https://thejare.github.io/2007/04/stick-demo/</link>
<pubDate>Sun, 22 Apr 2007 12:21:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/04/stick-demo/</guid>
<description>Indie team Wired Weasel have finally released a public demo of Stick. This game received an award at the 2006 Art Futura videogame development contest, in which I had the honor of being part of the jury. Very simple game, but well polished and it will surely bring a smile to your face.</description>
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<title>More Jericho love</title>
<link>https://thejare.github.io/2007/04/more-jericho-love/</link>
<pubDate>Sat, 21 Apr 2007 09:43:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/04/more-jericho-love/</guid>
<description>There is a new trailer for Mercury Steam’s next game, and it is fantastic. Enric &amp; crew are busting their asses, and it´s great to see that the effort is paying (but now we want more in-game footage!). If you like Clive Barker’s horror style (and I certainly do), this will be a must.</description>
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<title>And some best wishes</title>
<link>https://thejare.github.io/2007/04/and-some-best-wishes/</link>
<pubDate>Wed, 18 Apr 2007 23:31:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/04/and-some-best-wishes/</guid>
<description>Noel Llopis has left High Moon Studios to create his own little studio, Power Of 2 Games. Best of lucks to you two!</description>
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<title>Jet Pac</title>
<link>https://thejare.github.io/2007/03/jet-pac/</link>
<pubDate>Thu, 29 Mar 2007 22:23:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/03/jet-pac/</guid>
<description>This is a trip down memory lane! Jet Pac Reloaded is now available for download in XBox Live Arcade. For those not insanely old, Jet Pac was an 8-bit game released sometime around 1982. I played it on the Sinclair ZX Spectrum, and it’s a very dear game to me for several reasons.
This is the game that distinctly made me want to make games. I was 12 years old, but I used to say &ldquo;someday I will make a Jet Pac&rdquo;.</description>
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<title>Will Wright material</title>
<link>https://thejare.github.io/2007/03/will-wright-material/</link>
<pubDate>Fri, 16 Mar 2007 00:25:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/03/will-wright-material/</guid>
<description>Will Wright gave a keynote speech at the SXSW conference. i had never heard of it, but if Will was there, it can’t totally suck. 🙂 3pointD has a fantastic transcription.
I’ll keep at least one quote: &ldquo;Movie: What’s going to happen next? Games: Can I accomplish this?&quot; He also mentions Groundhog Day and Truman Show, both of which are extremely popular among gamers, because they speak about the world in terms that any gamer will recognize.</description>
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<title>GDC materials</title>
<link>https://thejare.github.io/2007/03/gdc-materials/</link>
<pubDate>Sat, 10 Mar 2007 13:31:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/03/gdc-materials/</guid>
<description>Go to the GDC page, head to the 2007 Written Proceedings sections, and start downloading! With no way to filter pieces by upload date (to find new downloads), and meaningless filenames, it’s not the most user-friendly system ever created, but it should still be very worth the trouble.</description>
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<title>Chris Hecker is a moron</title>
<link>https://thejare.github.io/2007/03/chris-hecker-is-a-moron/</link>
<pubDate>Thu, 08 Mar 2007 21:06:00 +0000</pubDate>
<guid>https://thejare.github.io/2007/03/chris-hecker-is-a-moron/</guid>
<description>He really is. And if someone gets offended by this opinion, perhaps I will apologize.
Maybe. I find it hard to get over the fact that for all his blahblah about who is doing what for the industry, he has never shipped a finished game. Fucking clown.
In other news, I’ve been in Vancouver for over a week now. The relocation process is going quite smooth. Even with the rain, I love the city and all it has to offer.</description>
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<title>Backcompat boomerang</title>
<link>https://thejare.github.io/2007/02/backcompat-boomerang/</link>
<pubDate>Fri, 23 Feb 2007 07:29:00 +0000</pubDate>