Lindsay Cox


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

Blog posts

Researching a replacement for dynamic shadows continued…

I am still playing Nier: Automata so you will get a few of these pics for a bit. A while back, I posted an article about researching a replacement for dynamic shadows. On projects I have worked on we often default to using dynamic shadows to make stuff look good, but they can kill our Read more →

Very Simple Obscuring Object Culling

This little trick is from something that I worked on that involved robots. So I added the Robot from Infinite Warfare (a game which I have, but need to actually finish… like all my other games!). Essentially there was a character that moved around an environment and attacked enemies. The problem was he sometimes got Read more →

Design Patterns – Observer

Today I am going to talk about the Observer Pattern. From Wikipedia once again: “The observer pattern is a software design pattern in which an object, called the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods.” In plain old Read more →

Design Patterns – Singleton

Have you player Nier: Automata yet? Do it! It is currently on my shortlist for my Game of the Year. Just not on PC, that version is… well.. broken… and will probably never be fix becasue budgets and game development. Anyway, I want to talk about the Singleton pattern, a somewhat controversial pattern. Many people Read more →

Story so far and Work/Life Balance – 184 days remaining

I haven’t spent the whole 16 odd days making the video game. I 1) have a full time job and 2) have a life outside of video games. And the second one is an important part of the process. In fact it is actually the most important part of the process. As this is an Read more →

200 days to make a video game

So a couple of people did mention or have said that I like to jump between projects I work on at home and I actually need to finish a game. So, I took a look at what designs I had, what assets and resources I had and what games I knew how to make. Eventually Read more →

Design Patterns – The Command Pattern

Again, I am not gonna bother trying to find relevant images for this stuff, so have a nice picture of Wipeout Omega Collection that came out last week. Wipeout is my favourite Anti-Grav racer, sorry F-zero, I grew up with the PlayStation 🙂 . Anyway, lets have a look at the Command Pattern. I have Read more →

Design Patterns – Intro

As usual, I couldn’t find a decent picture, so I just put up one of Persona 5. I am still playing it, it is really good. Pick it up! Recently I have been going through all my knowledge and figuring out where my core knowledge gaps are. After doing a few tests, etc, I found Read more →

Unreal Engine and Space JRPG

This year I wanted to learn something new. I also wanted to work on a hobby project that other people cared about and get excited about, not just me, so I have been cocnepting a new idea for a “light” sapce jrpg. I think the idea is pretty cool… the amount of content required for Read more →

Dev Log – 08/05/17

I have got back to the point I was at before my rewrite. I.e. I have a character moving around a screen, with levels being loaded from tiled. OK, I had done some stuff with the enemy AI before, but it hardly worked, so in reality I am back at the same point. To get Read more →