Using PowerShell to Parse Log Files

This is a very short and sweet blog on a neat few lines of PowerShell I have been using to help focus on what matters in the output The D.R.G. Initiative creates. $AbsoluteFilePath = "C:\SomeLogFileFromYourGame.log" if([System.IO.File]::Exists($AbsoluteFilePath)) { gc $AbsoluteFilePath -wait | where {($_ -match "Error") -or ($_ -match "Assert"))} | Tee-Object -file "C:\SomeOutputFile.customlog" } That's … Continue reading Using PowerShell to Parse Log Files

Let’s Play – How Designers Can Benefit from Playing More Games

This blog post has been written to encourage game designers to play more games and to highlight what game design tips and tricks can be learned along the way. Mastering a Game There is a wealth of knowledge to be gained from learning how to play a game well.  Whether this is 100%-ing your favourite … Continue reading Let’s Play – How Designers Can Benefit from Playing More Games

Creating level maps in Amazon Lumberyard using satellite data

Here's a quick tutorial on how you can create very quick prototype maps in Lumberyard, using actual real-world satellite data. There's a lot you can do with this method, particularly if you don't have access to expensive terrain generating software, and it's a perfectly adequate method to use to create levels since Lumberyard's terrain tools … Continue reading Creating level maps in Amazon Lumberyard using satellite data

User Defined Languages in Notepad++ for Syntax Highlighting in Log Files

Use syntax highlighting to help parse log files

Well holy smokes Batman... ... this is a useful little tip! I have just had the realisation that I can use the User Defined Language Tool in Notepad++ to enable syntax highlighting and make parsing the .log files from our game *much* easier. Lumberyard, and indeed The D.R.G. Initiative both kick out a lot of … Continue reading User Defined Languages in Notepad++ for Syntax Highlighting in Log Files

I’m Not Your Buddy, Pal

At Third Kind Games, we made the decision to not employ a rigorous (and often tedious) buddy review system - rather, we have relied on other methods of ensuring code quality: Swarm tightly integrated into our Slack messaging system Programmers are responsible for understanding when they need help or advice, whether in their own systems or … Continue reading I’m Not Your Buddy, Pal

Game broadcasting within a LAN

In this article we will look at how you can set up broadcasting within a LAN environment using OBS Studio and NGINX. This can be very useful in some development scenarios. For example, you may wish to demonstrate your game at an exhibition, and want to show your broadcast stream on a big TV. Connecting … Continue reading Game broadcasting within a LAN