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I’ve always thought of Game Development Coding as the pinnacle of update distribution.  The next time you are using STEAM to install a new game or even the company’s own updating software (Battle.NET), watch how it handles updates, patch management, distribution of code, and pushing out updates to the community. Your first experience is in getting the application into your hands and using it.  They know this, they know the smoother, the easier, and the…

There is a difference between commenting out code and leaving old code in a solution. It is assuredly impossible for commented code to call because it might never exist (if compiled) or because it is commented, it can never be reached. But when you enter into the practice of deploying code that lives but is never called, rest assured, where there is a code path, there is a way, and that code could at some…

Done, is not always the checkbox on the project plan. Sometimes, Done can be the first step in having an idea of what to do next and creating the spark for the discussion that will ensue. Done can be so much more than what we treat it as today.

When multi-core computers hit the mark, developers could now scale their applications to use most of each and every CPU at their disposal. To ignore them and run only one core was an utter waste of your application.  The change to implement was worth it, the learning and the time were well spent because leveraging more of what the platform had to offer made a better story for all involved. The same with the cloud,…

If you are a plumbing company, you are building infrastructure. You are connecting point A to B, you are making sure “stuff” goes where it is supposed to go, you are ensuring there is no waste in the system and you are ensuring that it will always work all the time. If this is the company that you are, then you should be building and selling plumbing all the time. If you are not this…