The Exploding Rabbit Hole of Code Architecture

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

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The Early Days of Super Mario Bros. Crossover

April 1, 2018

Jay Pavlina and Matt Gyure discuss how development for Super Mario Bros. Crossover began and what it was like working on it early on. Other topics include Jay's upcoming game development editor, what games they've been playing, and a few non-gaming topics like intermittent fasting and timeboxing.

Features music from the Castle in the Darkness Soundtrack by Matt Kap.

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