Software engineer (video games). Likes dogs, DJing + EDM, running, electronics and loud bangs in Reservoir.

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Joined 1 year ago
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Cake day: June 11th, 2023

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  • Never say never! I worked on the original Dead Space (2008). There’s a minigame in chapter 4 where you have to defend the ship’s hull from incoming asteroids by shooting them with a cannon. On completion of the challenge, there’s some explanation as to why the cannon’s auto-targetting system is back online and you can leave the minigame and the cannon automatically continues shooting asteroids as you wander off. While I was rummaging around the code for this, I stumbled across a quadratic formula implementation. On closer inspection I discovered that some smart cookie had actually implemented the cannon’s auto-targetting system for real! It actually tracked each asteroid’s velocity and speed and aimed ahead of the target to hit it with its slow-moving projectiles. I just assumed the whole thing would be playing a canned animation faking the cannon shooting at the asteroids. My hat goes off to the programmer that decided to solve that problem - it’s one of the very few times I’ve ever seen the quadratic formula used in gamedev!




















  • Haha, love the last paragraph. It’s hard for software engineers to release code publicly knowing their work is going to be scrutinized by other engineers, without adding a disclaimer or caveat of some kind.

    “We had very little time and were crunching for months”

    “I know this is a bit hacky but I was 7 years old”

    “I wrote this code in hospital while I was recovering from anesthesia”

    It reminds me of a musician playing their song publicly for the first time.