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Tom Rijnbeek
Programmer, game developer, coffee drinker
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Master servers for network games

Posted 24 June 2020 by Tom Rijnbeek in networking

To make it easy for players to connect to each other in online games, master servers are often used to negotiate those connections. This post explains how to write your own.

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You don't write enough tests

Posted 10 June 2020 by Tom Rijnbeek in code quality

How certain can we be that code is correct if we don't write tests that assume the worst of ourselves?

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Player feedback and creative processes

Posted 20 May 2020 by Tom Rijnbeek in game design

Game developers rely on player feedback to make good products, but how far can we go before our creative vision comes in peril?

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When are there too many extension methods?

Posted 6 May 2020 by Tom Rijnbeek in design patterns

Extension methods are a useful tool in writing concise and readable code, but there is a point in which they become overused.

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Stable solutions for general orbits in games

Posted 22 April 2020 by Tom Rijnbeek in game physics

Using the power of maths, we solve any two-body orbital system for games without any decay.

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Solving Kepler's equation for elliptical orbits in games

Posted 18 March 2020 by Tom Rijnbeek in game physics

To solve elliptical orbits analytically, we need to be able to solve Kepler's equation. This post discusses two possible approaches.

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The math behind elliptical orbits

Posted 4 March 2020 by Tom Rijnbeek in game physics

Orbits are often not perfectly round, but rather elliptical. Elliptical orbits vary not just in distance, but also velocity, making the formulas all the more complicated!

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Implementing circular orbits analytically

Posted 19 February 2020 by Tom Rijnbeek in game physics

When updating an object in orbit every frame, you will slowly but surely accumulate an error compared to where you are supposed to be. This post looks at how to analytically calculate where a body is supposed to be.

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