January 3, 2019
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
November 20, 2018
We talk about the experimental preview 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
July 18, 2018
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
May 18, 2018
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