Exploding Rabbit Podcast

Exploding Rabbit Podcast

By Exploding RabbitVideo Games
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Exploding Rabbit Podcast episodes

  • Unity ECS and Data Oriented Design

    Jay and Matt take a deep dive into Unity's upcoming ECS and why its data oriented design is important.

    Breakdown
    • 2:06 - Personal experiences with mice and bats in the home
  • 8:31 - Discord server
  • 13:02 - Optimized code vs easy to use code
  • 20:06 - Reactive vs Pure ECS
  • 25:45 - Benefits of data oriented design and caching
  • 32:13 - Unity job system
  • 37:14 - C# managed memory and blittable types
  • 42:54 - limitations you must follow when using Unity ECS and job system
  • 50:51 - Jay's tips for Unity ECS hybrid mode
  • 55:51 - Matt's thoughts on Super Smash Bros. Ultimate
  • 1:04:22 - Jay's thoughts on Marvel's Spider-Man
  • 1:13:47 - Matt recommends playing Total Chaos
  • Links
    • Unity video about caching - great info about how caching works
  • Blittable types - if you want to actually know what blittable types are
  • Total Chaos - indie game Matt recommends
  • Game Maker's Toolkit Skill Trees video - referenced when talking about Spider-Man
  • Spider-Man Animation Anaylysis - another Spider-Man video we referenced
  • 1 hr 18 min
  • Super Mario Crosses Over to WebGL

    We talk about the experimental preview for Super Mario Bros. Crossover released for WebGL, and then Jay and Matt debate The Legend of Zelda: Breath of the Wild.

    Breakdown
    • 2:55 - Super Mario Bros. Crossover 4.0
    • 17:00 - Emulated music and Game Music Emu
    • 22:55 - Why the flash version could not be salvaged
    • 26:53 - Foundational code and the EcsRx framework
    • 34:40 - Rebuilding the Exploding Rabbit Community
    • 40:13 - What does this mean for Glitch Strikers?
    • 43:35 - Debate about The Legend of Zelda: Breath of the Wild
    • 1:05:15 - Jay's experience with Ni no Kuni II: Revenant Kingdom
    • 1:12:22 - Broaching the tense subject of politics and morality
    • Links
      • EcsRx Framework: A reactive take on the ECS pattern
      • No Cartridge Podcast - Podcast recommended by Matt
      • Exploding Rabbit Patreon - Support the show
      • Play Super Mario Crossover 4.0 - Play the preview version we talk about
      • Exploding Rabbit Discord - Join the community
      • Matt Kap Bandcamp - Intro music
      • 1 hr 33 min
      • Super Mario Crosses Over to WebGL
        We talk about the experimental preview for Super Mario Bros. Crossover released for WebGL, and then Jay and Matt debate The Legend of Zelda: Breath of the Wild.
        Breakdown
        2:55 - Super Mario Bros. Crossover 4.0
        17:00 - Emulated music and Game Music Emu
        22:55 - Why the flash version could not be salvaged
        26:53 - Foundational code and the EcsRx framework
        34:40 - Rebuilding the Exploding Rabbit Community
        40:13 - What does this mean for Glitch Strikers?
        43:35 - Debate about The Legend of Zelda: Breath of the Wild
        1:05:15 - Jay's experience with Ni no Kuni II: Revenant Kingdom
        1:12:22 - Broaching the tense subject of politics and morality
        Links
        EcsRx Framework: A reactive take on the ECS pattern
        No Cartridge Podcast - Podcast recommended by Matt
        Exploding Rabbit Patreon - Support the show
        Play Super Mario Crossover 4.0 - Play the preview version we talk about
        Exploding Rabbit Discord - Join the community
        Matt Kap Bandcamp - Intro music
        1 hr 33 min
      • The Crypto Plague

        In this completely different episode of the Exploding Rabbit Podcast, Jay Pavlina and Matt Gyure talk about technologies unrelated to games, like cryptocurrencies. Game development will return next episode.

        • 0:01:01 - Matt's Job
      • 0:06:42 - Bike Accidents and Injuries
      • 0:12:46 - Mac v. Windows
      • 0:17:11 - Crypto-rabbit hole Part 1
      • 0:22:06 - FPGA and Electronics Tangent
      • 0:28:11 - Crypto-rabbit hole Part 2
      • 1:05:01 - Jobs, work, and new opportunities
      • 1:18:01 - Web technologies
      • 1:26:35 - What We've Been Playing, Fortnite, Captain Toad's Treasure Tracker, God of War
      • 1 hr 57 min
      • The Exploding Rabbit Hole of Code Architecture

        Jay Pavlina and Matt Gyure dive into an Exploding Rabbit Hole full of code architecture. We also talk about making levels in Super Mario Bros. Crossover, what we've been playing, and quantum computing.

        • 2:28 - ECS Architecture (Entity Component Sytem)
      • 11:00 - Thoughts on Unity and the Godot Engine
      • 19:54 - Engine Agnostic Code Design with Entitas
      • 26:07 - View abstraction
      • 31:06 - How levels were made in Super Mario Bros. Crossover
      • 41:31 - Matt's been playing Super Meat Boy
      • 44:56 - Jay's been playing Assassin's Creed Origins
      • 54:24 - Interesting thing: Quantum Computing
      • References
        • Video Overview of Unity's Upcoming ECS System and Burst Compiler
      • Game Programming Patterns Book
      • FNGGames article about building games with Entitas
      • 1 hr 9 min
      • The Early Days of Super Mario Bros. Crossover

        Jay Pavlina and Matt Gyure discuss how development for Super Mario Bros. Crossover began and what it was like working on it early on. Other topics include Jay's upcoming game development editor, what games they've been playing, and a few non-gaming topics like intermittent fasting and timeboxing.

        Features music from the Castle in the Darkness Soundtrack by Matt Kap.

        1 hr 4 min

      About Exploding Rabbit Podcast

      From the publisher's feed

      Adventures of an indie game developer trying to succeed without his life exploding