Eric Lee

Thoughts on Agile development, Scrum, ALT.NET, and whatever else comes to mind.

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  • Blog Post: GenesisEngine: Coordinate Systems

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . This is not going to be a general-interest post so if you’re not interested in my GenesisEngine project or planetary terrain rendering, feel free to move along. Ok, so someone recently...
  • Blog Post: GenesisEngine: The Task Parallel Library Is Great But Threading Can Still Bite You

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . The new Task Parallel Library in the .Net Framework 4.0 is intended to simplify the process of adding concurrency to your application and it does a great job of it. I’m really impressed...
  • Blog Post: GenesisEngine: Listen To The Tests!

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . As I wrote last time, I made a bit of a mess in my GenesisEngine project by jamming too many responsibilities into one class. I’m working on straightening that out and ran across some...
  • Blog Post: GenesisEngine: Yes, SRP Violations Hurt

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . In the process of my continuous learning about agile development, one of my biggest problems is that it’s easy to find materials that say, “Do this, don’t do that,”...
  • Blog Post: GenesisEngine: Behavior-oriented Language

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . As I wrote in my previous post , BDD is largely about preserving the flow of intent from your user stories to your unit tests (specifications, in BDD parlance) to your product code. As developers...
  • Blog Post: GenesisEngine: Using WPF in XNA and other non-WPF applications

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . There are a couple of posts on the excellent Pandemonium game development blog (which sadly seems to have not been updated recently) that talk about the importance of making your game engine...
  • Blog Post: GenesisEngine: Input

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . Once I had the event aggregator set up in GenesisEngine I could think about how to turn keyboard and mouse input into events that other parts of the app could respond to. The XNA framework...
  • Blog Post: GenesisEngine: The Event Aggregator

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . GenesisEngine is still a pretty small code base at this point but there are some design elements that I’m pretty happy with. I’ll run through a series of posts describing these...
  • Blog Post: GenesisEngine: Don’t Get Domain Objects From The Container

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . IoC containers are awesome and I use them in all my non-trivial projects. However, there’s an interesting caveat when it comes to using IoC containers that isn’t totally obvious...
  • Blog Post: The GenesisEngine Project

    Update: this blog is no longer active. For new posts and RSS subscriptions, please go to http://saintgimp.org . I’ve been working on a personal project off and on for awhile now. It’s called GenesisEngine and it’s a program that generates and renders a procedurally-generated planet...
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