Bark at the Moon: Better Lua Logging

In this micro-blog, I'll showcase how we at Third Kind Games implemented better logging in our Lua scripts. In order to log something to TTY from Lua you'll typically do that following: Debug.Log("Output to TTY please!") Which is OK and will do what it says, however, in order to disable that particular piece of logging, … Continue reading Bark at the Moon: Better Lua Logging

Automating the operation of EC2 services

In this blog, I present a method by which we at Third Kind Games use AWS and associated APIs to manage and run our dedicated servers during game development; the aim of which being to allow all of us to launch our code in the cloud without the need for training or lengthy steps in … Continue reading Automating the operation of EC2 services

Lumberyard and NetCode

In this blog, I present a high-level overview about how we at Third Kind Games developed our NetCode using Amazon's Lumberyard engine, to facilitate responsive and secure multiplayer experiences.  Whilst there are several elements that go into the development of NetCode, today, I'll be focusing on two components of Lumberyard that help us achieve this, … Continue reading Lumberyard and NetCode