Category Archives: Game Dev

Scaling Dedicated Game Servers with Kubernetes: Part 1 – Containerising and Deploying

This is part one of a fivefour-part series on scaling game servers with Kubernetes. For the past year and a half, I’ve been researching and building a variety of multiplayer games. Particularly those in the MMO or FPS genres, as they have some unique and very interesting requirements for communication protocols and scaling strategies. Due to my […]

Cloud NEXT for Game Developers

If you are a game developer that works on any kind of mobile, multiplayer or online internet connected game, you may want to attend Google Cloud’s premier conference in San Francisco, Cloud NEXT, especially since it is conveniently timed right after GDC. Even if you aren’t attending GDC, if you are building any backend infrastructure […]

Brute 0.4.0 – From CLJX to Reader Conditionals

This release of Brute, provides no new features, but is instead a migration from using CLJX as the support for both Clojure and ClojureScript at once, to upgrading to Clojure 1.7, and utilising the (relatively?) new feature of Reader Conditionals. In terms of changing the implementing code, this was a fairly straightforward task. It was essentially […]

Mini – Game Dev Diary #1

I’ve been having lots of fun this break getting back into writing a top down racing game that I had originally started (way) earlier in the year, so I thought I would start writing a little dev diary on it, to aid me in keeping up my momentum in developing it.  It’s still very much in the prototype phase, […]

Brute 0.3.0 – Now Supporting ClojureScript

Brute has a few new features with this new release. The most exciting is that thanks to the cljx project, and the hard work of Martin Janiczek, Brute now supports both Clojure and ClojureScript! There are also a couple of new features, including an implementation of update-component that takes a function and arguments to allow you […]