5 episodes

Follow the adventures of indie game developer, Jay Pavlina (Exploding Rabbit), on his journey to succeed in the game industry. Jay and co-host Matt Gyure discuss Jay's experiences and other topics including game development, the game industry, programming, video games, and anything else that comes up.

Exploding Rabbit Podcast Exploding Rabbit

    • Leisure
    • 4.8 • 5 Ratings

Follow the adventures of indie game developer, Jay Pavlina (Exploding Rabbit), on his journey to succeed in the game industry. Jay and co-host Matt Gyure discuss Jay's experiences and other topics including game development, the game industry, programming, video games, and anything else that comes up.

    Unity ECS and Data Oriented Design

    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 17 min
    Super Mario Crosses Over to WebGL

    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 32 min
    The Crypto Plague

    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 56 min
    The Exploding Rabbit Hole of Code Architecture

    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 8 min
    The Early Days of Super Mario Bros. Crossover

    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 3 min

Customer Reviews

4.8 out of 5
5 Ratings

5 Ratings

James Vhyde ,

Good discussion of game development

I like the discussion of game development principles and practice. The history of "Super Mario Bros. Crossover" is also interesting. Jay is so chill; it's nice to listen to.

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