Episodes
-
Jay and Matt take a deep dive into Unity's upcoming ECS and why its data oriented design is important.
Breakdown2:06 - Personal experiences with mice and bats in the home8:31 - Discord server13:02 - Optimized code vs easy to use code20:06 - Reactive vs Pure ECS25:45 - Benefits of data oriented design and caching32:13 - Unity job system37:14 - C# managed memory and blittable types42:54 - limitations you must follow when using Unity ECS and job system50:51 - Jay's tips for Unity ECS hybrid mode55:51 - Matt's thoughts on Super Smash Bros. Ultimate1:04:22 - Jay's thoughts on Marvel's Spider-Man1:13:47 - Matt recommends playing Total ChaosLinksUnity video about caching - great info about how caching worksBlittable types - if you want to actually know what blittable types areTotal Chaos - indie game Matt recommendsGame Maker's Toolkit Skill Trees video - referenced when talking about Spider-ManSpider-Man Animation Anaylysis - another Spider-Man video we referenced -
We talk about the experimental preview for Super Mario Bros. Crossover released for WebGL, and then Jay and Matt debate The Legend of Zelda: Breath of the Wild.
Breakdown2:55 - Super Mario Bros. Crossover 4.017:00 - Emulated music and Game Music Emu22:55 - Why the flash version could not be salvaged26:53 - Foundational code and the EcsRx framework34:40 - Rebuilding the Exploding Rabbit Community40:13 - What does this mean for Glitch Strikers?43:35 - Debate about The Legend of Zelda: Breath of the Wild1:05:15 - Jay's experience with Ni no Kuni II: Revenant Kingdom1:12:22 - Broaching the tense subject of politics and moralityLinksEcsRx Framework: A reactive take on the ECS patternNo Cartridge Podcast - Podcast recommended by MattExploding Rabbit Patreon - Support the showPlay Super Mario Crossover 4.0 - Play the preview version we talk aboutExploding Rabbit Discord - Join the communityMatt Kap Bandcamp - Intro music -
Missing episodes?
-
In this completely different episode of the Exploding Rabbit Podcast, Jay Pavlina and Matt Gyure talk about technologies unrelated to games, like cryptocurrencies. Game development will return next episode.
0:01:01 - Matt's Job0:06:42 - Bike Accidents and Injuries0:12:46 - Mac v. Windows0:17:11 - Crypto-rabbit hole Part 10:22:06 - FPGA and Electronics Tangent0:28:11 - Crypto-rabbit hole Part 21:05:01 - Jobs, work, and new opportunities1:18:01 - Web technologies1:26:35 - What We've Been Playing, Fortnite, Captain Toad's Treasure Tracker, God of War -
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 Engine19:54 - Engine Agnostic Code Design with Entitas26:07 - View abstraction31:06 - How levels were made in Super Mario Bros. Crossover41:31 - Matt's been playing Super Meat Boy44:56 - Jay's been playing Assassin's Creed Origins54:24 - Interesting thing: Quantum ComputingReferencesVideo Overview of Unity's Upcoming ECS System and Burst CompilerGame Programming Patterns BookFNGGames article about building games with Entitas -
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.