Follow the adventures of indie game developer, Jay Pavlina (Exploding Rabbit), on his journey to succeed in the game industry. Jay and co-host Matt Gyure discuss Jay's experiences and other topics including game development, the game industry, programming, video games, and anything else that comes up.
Jay and Matt take a deep dive into Unity's upcoming ECS and why its data oriented design is important. Breakdown 2:06 - Personal experiences with mice and bats in the home 8:31 - Discord server 13:02 - Optimized code vs easy to use code 20:06 - Reactive vs Pure ECS 25:45 - Benefits of data oriented design and caching 32:13 - Unity job system 37:14 - C# managed memory and blittable types 42:54 - limitations you must follow when using Unity ECS and job system 50:51 - Jay's tips for Unity ECS hybrid mode 55:51 - Matt's thoughts on Super Smash Bros. Ultimate 1:04:22 - Jay's thoughts on Marvel's Spider-Man 1:13:47 - Matt recommends playing Total Chaos Links Unity video about caching - great info about how caching works Blittable types - if you want to actually know what blittable types are Total Chaos - indie game Matt recommends Game Maker's Toolkit Skill Trees video - referenced when talking about Spider-Man Spider-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. Breakdown 2:55 - Super Mario Bros. Crossover 4.0 17:00 - Emulated music and Game Music Emu 22:55 - Why the flash version could not be salvaged 26:53 - Foundational code and the EcsRx framework 34:40 - Rebuilding the Exploding Rabbit Community 40:13 - What does this mean for Glitch Strikers? 43:35 - Debate about The Legend of Zelda: Breath of the Wild 1:05:15 - Jay's experience with Ni no Kuni II: Revenant Kingdom 1:12:22 - Broaching the tense subject of politics and morality Links EcsRx Framework: A reactive take on the ECS pattern No Cartridge Podcast - Podcast recommended by Matt Exploding Rabbit Patreon - Support the show Play Super Mario Crossover 4.0 - Play the preview version we talk about Exploding Rabbit Discord - Join the community Matt Kap Bandcamp - Intro music
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 Job 0:06:42 - Bike Accidents and Injuries 0:12:46 - Mac v. Windows 0:17:11 - Crypto-rabbit hole Part 1 0:22:06 - FPGA and Electronics Tangent 0:28:11 - Crypto-rabbit hole Part 2 1:05:01 - Jobs, work, and new opportunities 1:18:01 - Web technologies 1:26:35 - 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 Engine 19:54 - Engine Agnostic Code Design with Entitas 26:07 - View abstraction 31:06 - How levels were made in Super Mario Bros. Crossover 41:31 - Matt's been playing Super Meat Boy 44:56 - Jay's been playing Assassin's Creed Origins 54:24 - Interesting thing: Quantum Computing References Video Overview of Unity's Upcoming ECS System and Burst Compiler Game Programming Patterns Book FNGGames 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.