The time I forgot how to relax Feb 18, 2019

It was the summer of 2018. I was a bit burnt out by a mix of anxiety, work and a bloody hot week. So, I decided to go to my parent’s mountain house. The plan was straightforward: go there, disconnect from the world, write fiction, read books, do long walks in nature. I wanted to do the things I used to do a long time ago when life was breezy :D.

However, after just one day, I found myself doing the same things I usually do at home: checking news, looking for interesting, reading opinions, checking Twitter and so on. It was then that: I did not know how to relax anymore. I did not know how to be creative anymore.

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February 2019 Update Jan 31, 2019

Here we are again on this monthly update in which I talk about everything and nothing — a small summary of what I am doing, arranging and brewing, both on tech than in life.

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Small introduction to Random Walking Jan 17, 2019

Random Walking is a handy technique to have in your gamdev toolbelt and - despite the name - it is most useful for everything but actual walking. With random walking, we define the output of a process that can be described sequence of random steps. The main difference with a random sequence is that each new value will be statistically near the previous one. Imagine a gold price chart and assume that the current cost is 10€ for 1g of gold. We cannot guess what will be the price in one hour but we can be sure that it will be around 10€ per gram, maybe 9.5€, maybe 10.5€. What is certain, is that a sudden drop to 1€ per gram would be deeply unlikely.

In this article, we will talk briefly about random walking and its ability to simulate many real-world processes such as resources prices, temperature, floating objects position over time, and much more.

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January 2019 Update Jan 5, 2019 The new year has come and, with it, a plethora of new challenges! Life is never linear or straightforward: December has been the worst and the best month so far. Can January be even more disruptive? I hope not. Anyway, I am ready to face 2019 with the idea that this will be a year of change. Every year is a year of change, of course, but 2019 is where a lot of pending life-events are starting to pile up. ...
December 2018 Update Dec 6, 2018

Here we are again for this monthly update. I wanted to put other blog posts in between, but I had super busy days; both in work, and in private life, and psychologically. November has been a challenging month. But let’s start from the beginning.

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November 2018 Update Oct 28, 2018

It is November. The Holiday season is upon us! And, most important, I am back after a 6-month hiatus. What happened in this months? Why it took so long? Let’s go over this step by step in this kind of “release notes” for myself.

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Quick Look at F# in Unity Apr 26, 2018

I am a functional-oriented developer. I have a bit of expertise in game development, especially in Unity 3D. It comes naturally that I am interested in the obvious link between the two: F#.

F# is a functional language of the ML family born in the Microsoft Research and now developed by the F# Software Foundation. Of course, F# run on the .NET framework, the same as C#, the language used by Unity3D. It is clear, then, that we could use F# in Unity. And, in fact, we can with moderate easiness.

Should we? How easy is that? answering these questions is the goal of this article.

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My take on the reproducibility of academic papers Apr 22, 2018

In these days I am reviewing CIG papers. At the moment, I am not active in academia, but I enjoy being around in the community. Even if only with this “simple” tasks.

This, however, makes me think about the state of scientific work in academia. At least in the computer science field. Something bothered me during my Ph.D. and I am sure it is related to that. (Note: I am talking about what I know, that is, the computer science and AI community) In general, researchers are evaluated on the number of publications. The number of publications is a proxy variable for measuring “quality”. Unfortunately, researchers know that and started to game the system. They try to publish more and to do that they need to lower the “quality” of their work. Because the medium used to communicate your work is a plain PFD file, the obvious way to cut work is to cut the implementation part.

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[Link] Go: the Good, the Bad and the Ugly Apr 13, 2018 My opinion is that talking about languages is usually a very unproductive use of time. If these discussions are just cat fights, then it is even worse. Unless you are a language designer, you are writing a language or study a language, you should just use a language and nobody should care. But good articles on language pro and cons are always nice. They may be helpful to choose the right tool for the problem. ...
Game Design: Taxonomy of Fishing Mini-games Mar 24, 2018

Fishing is probably the most common mini-game in gaming history. Before I started working on this article,  I never realized how many games include a fishing as mini-game. The list is huge. Fishing is everywhere. It seems that it is not possible to have a game without the possibility for character to have a relaxing time fishing in a pond.

Everybody loves fishing! At least in games. We can imagine a deep reason for that. There must be something that attract designers, gamers and human in general to the ancient art of fishing. However, for the time being, we are not interested in this question. Instead, we want to explore the huge design space of “fishing games”.

In fact, the action of fishing has been dissected for decades by game designer. It is fascinating to see how many implementations exist for the same real-life action. So, it is time to see what they produced, what are the possibilities and how we can do something new in this domain.

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