A long time ago, when I was eleven years old (at least I think thats the age, it’s getting hard to remember), I watched my father write software that rendered fractals on an Apple IIgs. Apparently I was intrigued, and asked how it worked. Instead of a simple answer, I received the manuals for the machine and a book on BASIC. And then I was hooked.
Over the next few years I graduated to writing software on a i386, then a Pentium, and wrote several software renderers. College was more of the same, but faster computers and graphics hardware was available. I used to hang around www.flipcode.com and showcase my rendering and graphics work there, which landed me a job making video games for consoles. For the next ten or so years, I wrote graphics code for PS2, Gamecube, Wii, XBox, PSP, PS3, XBox 360, PC, and probably some platforms that I forget about. I also wrote a lot of tools, exporters, collision, and physics code as well.
After a while I decided the office life was enough and I left my job. I wanted to actually make all the parts of the game, not just do graphics. My programming heroes did it with shareware games back in the 1980’s, so why couldn’t I do that now? In January 2011 I started writing some new game engine code. My plan was to journal everything about the development from the beginning of the project, but I went on a lot of backpacking trips in the mountains, and otherwise just kept coding and putting the web stuff off. Last time I did anything on a web, there was no DIV tag, so there was a bit of a learning curve this time around. But now I have a somewhat playable prototype, a website that is easily updated.