| | Why good matchmaking requires enormous player counts (2014) (joostdevblog.blogspot.com) |
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1 point by hbn 80 days ago | past
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| | Tips for Pitching to Game Publishers (joostdevblog.blogspot.com) |
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2 points by ingve 5 months ago | past
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| | The Awesomenauts matchmaking algorithm (joostdevblog.blogspot.com) |
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1 point by ingve on Sept 16, 2018 | past
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| | Joost's Dev Blog: The Ronimo coding style guide (joostdevblog.blogspot.com) |
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1 point by federicoponzi on Aug 13, 2017 | past
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| | Joost's Dev Blog: A tool for analysing colour schemes (joostdevblog.blogspot.com) |
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1 point by rinesh on Jan 22, 2015 | past
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| | What most young programmers need to learn (joostdevblog.blogspot.com) |
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203 points by GarethX on Jan 5, 2015 | past | 106 comments
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| | Using throttling to reduce network errors (joostdevblog.blogspot.com) |
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2 points by exch on July 27, 2014 | past
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| | Why composition is often better than inheritance (joostdevblog.blogspot.com) |
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192 points by exch on July 6, 2014 | past | 90 comments
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| | Programming with pasta (joostdevblog.blogspot.com) |
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2 points by exch on May 12, 2012 | past
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| | The lasagne theory of game design (joostdevblog.blogspot.com) |
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32 points by exch on May 4, 2012 | past | 2 comments
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| | How Awesomenauts' water effect was made (joostdevblog.blogspot.com) |
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5 points by exch on April 20, 2012 | past
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| | Depth of field blur: the Swiss army knife that improved the framerate (joostdevblog.blogspot.com) |
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111 points by exch on April 9, 2012 | past | 19 comments
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| | How we made the Awesomenauts level art (joostdevblog.blogspot.com) |
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2 points by exch on March 17, 2012 | past
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| | The weird cause of Swords & Soldiers network errors (joostdevblog.blogspot.com) |
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7 points by exch on March 11, 2012 | past
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| | Lamest bug we ever encountered (joostdevblog.blogspot.com) |
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76 points by exch on Dec 10, 2011 | past | 23 comments
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| | Ten tips for the lonely programmer (joostdevblog.blogspot.com) |
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2 points by tomh- on Feb 6, 2011 | past
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