I find excessive nesting to be one of the most common annoyances when deciphering someone else’s code. Nobody wants to work on a function that’s nested 10 levels deep and lost in if/else hell. Every additional level of nesting makes your code more tightly coupled and less modular.
Continue reading
Transitioning to a Post-Labour Society
How to distribute wealth amongst the citizens in an economy is the most important question in economics. In a sense, that’s really all that economics is about. If you get this question right, you can maximise prosperity and personal freedoms. Get it wrong, and you have crime, poverty and war.
The coming decades are going to completely break our current method of wealth distribution.
The labour-for-wealth exchange is disappearing, and along with it, our ability to survive. If we don’t transition smoothly into a post-labour society, the Occupation in Wall Street is going to spill into main street.
Why Jobs Are Disappearing Forever
I have no business writing about economics, but I’m going to anyway.
There is a trend in our markets that is gaining momentum; the trend towards greater automation and less manual labor. It is my belief that this trend will continue unabated until the manual labor market is completed decimated. Creative professions may last a bit longer, but manual labor is doomed. The result will be the end of our economic system and revolution.
I’ve gone to Capcom Vancouver!
Having spent nearly two years out of the AAA game development world, I’m excited and eager to get back into a dynamic studio environment.
Capcom Vancouver (previously Blue Castle Games) make great games, with an emphasis on fun (Dead Rising 2). Perhaps more importantly, for me
, they put a lot of emphasis on having great technology (including a custom game engine) and a top-notch toolset to support it. I’ve never seen such a large and talented crew of programmers on any game project. It’s quite the spectacle.
On a more personal note, I’ve taken a bit of a new career path. For the first time in my career, I’m a full-on programmer. I will still be straddling the art side of things to the extent that I have to in order to understand their needs; but my day-to-day work will be to create content-creation toolsets.
Making tools used to make art. Awesome.
Thoughts on Deus Ex: Human Revolution
So I just finished Deus Ex 3 about an hour ago. I’ve been ruminating on the experience and felt compelled to share my thoughts on this important game.
Interview with me about BEEP.
I did an interview on gaming website ctrl2crouch.com. Check it out!
Ribbon Mesh Generator for Maya
RibbonMeshGen.py
A python script for Maya
Download RibbonMesh.py
Description
Create a ‘ribbon’ shaped mesh that follows the contours of an arbitrary input curve.
Features
- No flipping! Uses Parrallel Transport algorithm to create a smooth ribbon regardless of how much the curve’s normal flips along it’s length.
- Auto-generates UVs too!
- Same tool used in my videogame, BEEP to generate terrain shapes.
To Use
- Download and place .py file in Maya python script directory.
- Execute: “RibbonMeshGen()” from the Maya python command line. This brings up the UI.
- Draw a curve in the front camera (must be smooth curve, not linear!).
- Select curve, then press ‘ Load Curve’ button in UI.
- Adjust ‘Sections’ slider to control the number of division along the length of the curve.
- Adjust ‘Width’ slider to control the width of resulting mesh.
- Close the UI and you’ve got yourself a ribbon mesh, ready to use!
Contributions
This is GPL, open source software. Download and use however you want, contributions/patches are welcome and will be credited in the code.
Known Issues
Script will generate a 2d-orthographic mesh at this time (projected into the XY plane). A 3d-version would not be hard to implement. I just needed it to work this way because the levels in BEEP were arranged horizontally along the XY plane. Let me know if you would find a 3d version useful and I will try to find time to create one.
Modelling Made Simpler With 3d-Coat.
I’ve been toying with 3d-modelling for a long time, and I’ve recently discovered a new way of doing it. A technique that delivers better results in less time. So I’m going to share it with you!
Continue reading
My indie-game, BEEP is on Steam now.
After 18 months of solid development, my indie game, BEEP has finally released on Steam!
http://store.steampowered.com/app/104200/
It’s exciting to have so many people actually playing what was, up until recently, just a figment of my imagination!
For more details on the game, please visit the development blog at bigfatalien.com
kiaran.net is back!
After almost a year of serious neglect, I’ve re-booted kiaran.net and turned it into a proper blog. My hope is to populate this space with a collection of articles relating to my interests (mainly, character rigging and graphics programming).
In addition to the musings, my top priority is to package and distribute many of my scripts and plugins (for Maya) through this site. I have developed a lot of tools in my spare time over the years, and I’d like to do a better job of sharing them.
The online community has given me so much, I hope kiaran.net can be a collective ‘thank you’ to everyone who has helped me throughout my career by volunteering their time and talent through open-source initiatives and online tutorials.
It’s time to give back…
