10 thoughts on “Titanfall Released on X1, PC and 360. I’m Back!”

  1. Reading what was going on at Respawn during the development has me retroactively relieved that you managed to ship the game. I hope you get to work on the sequel in an environment where you and the team can properly spread your wings.

    1. I wasn’t around for much of that, I just hopped in at the end to help get it over the finish line. It was tough and a lot of work, but nothing terrible. I’m also excited to see what we can do for our next game!

  2. Hey!
    Discovered your blog quite recently and wanted to thank you for sharing your knowledge on the internet! The tutorials are really comprehensive and detailed, wish more programming-related websites adopted your style of going over problems.

    I have a question about computer graphics in general though. To what extent is artistic skill necessary when working on a 3D game (such as your GO project, which is actually really interesting considering that you are doing everything by yourself). I know that it involves a lot of algebra etc, but I am wondering if it is possible to make good looking models with any kind of artistic skill :P

    I am a 2nd year CS student myself and I haven’t taken a computer graphics course yet, but your blog gave me a rough idea on how I want to improve my programming skills in my free time.

    Thanks!

    1. Thanks!

      To answer your question I think it’s important to have a good sense of aesthetics as a 3D programmer, but I wouldn’t really consider myself an artist!

  3. I’d love to get some insight in to any particular networking quirks or lessons that might have come up on this project, though I realise it might take some time for that information to be “declassified”!

  4. Hi Glenn, really loved you posts. I’m trying to write a game server and is looking for books and resource for best practices. Hope you’ll open a topic on how to structure the entities, the packet definitions, both incoming and outgoing. Yes I use binary structs to build and parse packets but what is the best practice for these implementations. Most of the game programming books dive into the GUI stuff. But I’m just looking for the server side resources. Thanks, hope to see more updates from you.

    1. For serializing and structuring packets I recommend coding a bit packer. Then on top of that using templates to implement serialize functions that operate in different modes whether you pass in a read or write stream. For example, macro serialize_int( stream, value, min, max ) that on write will work out how many bits to write, and on read will do it in reverse. This way you code just one function for common types that serialize to a stream, vs. a read and write that have to manually be kept in sync. There is some code in SVN here that shows you what I mean about serialize functions: https://code.google.com/p/netgame/source/browse/#svn%2Ftrunk%2F07%20-%20Reading%20and%20Writing%20Packets

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