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Lindsay Cox

About

Professional Games Programmer and part-time indie developer. Make games and love doing it.

Blog posts

Unreal Engine – Exposing Functions and Variables to the Editor

This is a repost of something I put on twitter a while ago when I first started learning Unreal Engine last year which was how intuitive it was to expose things to the editor. Unity lets you expose variables to the editor by using the SerializedField attribute. Unreal Engine has a similar method in the Read more →


C++ Struct Memory Layout

I have been playing God of War recently (also known as Dad of Boy) and it is amazing. Out of curiosity I looked at what it would take to be a gameplay programmer (I am not planning to move to the states, but you know, you never know what the future may hold) and once Read more →


Unity Triple A – Characters looking at stuff via IK

I have been talking about doing this for ages, and as my interest for Triple A techniques increases and the blog was looking a little sparse, I thought I would do a few tutorials on more Triple-A techniques. In this article, I am going to talk about using Inverse Kinematics in Unity and in particular characters looking at Read more →


User-friendly data tools for my JRPG

I haven’t done a project blog in regards to tech in like forever. In fact, I haven’t blogged in like forever. HI! So yeah I finished Persona 5 (hence the picture) and it took around 90 hours. And that game is a JRPG. And I am working on a JRPG so see it is kind Read more →


Your first games programming gig – the 2018 edition

It is 2018, and whilst the world can feel like it is falling apart a bit in regards to politics, economics and whatever, we can rejoice. ONE OF THE BEST GAMES EVER GOT REMADE AND IT IS NOT TERRIBLE! Seriously if you have a PS4 go and and get Shadow of The Colossus. Anyway! This Read more →


Get Shifty (Bitwise Operations)

As I fired up my pc today I actually looked at those post-it notes that have been sat on my desktop. And one of those little tasks was “Stuff I need to brush up on – C# Bit Shifting”. Have you ever used a bitwise operation? I have maybe once. Have you needed to do Read more →


A summary of the Rendering Pipeline for Humans

I just started playing Xenoblade Chronicles 2 on the Switch. It is pretty neat. Anyway In this post I wanted to talk about the rendering pipeline, or rather put it in simple terms that less tech savy people can understand. In a game, rendering can be seen as the process of drawing a scene on a computer Read more →


Content Management System Inside of Unity

In my professional work we have this awesome web-based Content Management System. In my indie project I do not have this so went about building a similar system directly in Unity using the power of Scriptable Objects. I am making a JRPG at the moment and that needs a lot of content so makes sense right? Read more →


Unity Tilemap Tips

In order to make my awesome JRPG I needed some sort of Tile System to create awesome maps. I have some code to load data from Tiled, however, Unity recently added their own system and doing it in the editor itself is much cleaner in my opinion than doing it in an external tool. However, Read more →


Design Patterns: Object Pooling

Today’s image is from Golf Story, a Nintendo Switch Game that reminds me a lot of Mario Tennis, one of my favourite GBC games. This article is going to talk about Object Pooling. The idea behind Object Pooling is to improve Memory usage by reusing object from a “pool” of a fixed size instead of allocating and Read more →