Lindsay Cox


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

Blog posts

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 →

No one cares about your indie game. So let’s make them!

It has been a very long time since I have done a blog post, for various reasons, however it is 11pm on a weds and I am waiting for the train. Now is a better time than ever. So why the sudden post. Well a couple of my fav devs wrote an interesting article about Read more →

Design Patterns: The Strategy Pattern

Have you guys played Pyre yet? No? Well do. It is one of my favourite games this year. It is also a sort of Strategy game… kind of… it is hard to define what it is really, but it has strategy elements! In this post I am going to talk about the Strategy pattern. In Read more →

C++/UWP Tutorials – Introduction

As part of my own personal development plan one of the parts I want to continue getting better at is console development and also revise all my C++ development. One of the ways I can do that easily, whilst also share some tutorial posts is through UWP dev and C++. Why UWP? In Lindsay Cox Read more →

No more deadline… however…

So I had a weird sort of day today. It was weirdly 10 years ago this week that I first got into the industry. I was doing my work experience on Fable 2 in QA, not a bad place to start at all. It was also the year the game that made me truly decide Read more →

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 →