Follow Slashdot stories on Twitter


Forgot your password?
Slashdot Deals: Cyber Monday Sale! Courses ranging from coding to project management - all eLearning deals 25% off with coupon code "CYBERMONDAY25". ×

The Struggles of Developing StarCraft 135

An anonymous reader writes "Patrick Wyatt led production efforts for several of Blizzard Entertainment's early games, including Warcraft 1 & 2 and StarCraft. Wyatt has just published an in-depth look at the development of StarCraft, highlighting many of the problems the team encountered, and several of the hacks they came to later regret. Quoting: 'Given all the issues working against the team, you might think it was hard to identify a single large source of bugs, but based on my experiences the biggest problems in StarCraft related to the use of doubly-linked linked lists. Linked lists were used extensively in the engine to track units with shared behavior. With twice the number of units of its predecessor — StarCraft had a maximum of 1600, up from 800 in Warcraft 2 — it became essential to optimize the search for units of specific types by keeping them linked together in lists. ... All of these lists were doubly-linked to make it possible to add and remove elements from the list in constant time — O(1) — without the necessity to traverse the list looking for the element to remove — O(N). Unfortunately, each list was 'hand-maintained' — there were no shared functions to link and unlink elements from these lists; programmers just manually inlined the link and unlink behavior anywhere it was required. And hand-rolled code is far more error-prone than simply using a routine that's already been debugged. ... So the game would blow up all the time. All the time.'" Wyatt also has a couple interesting posts about the making of Warcraft 1.

Half of India Without Electricity As Power Grid Crisis Deepens 413

Hugh Pickens writes "BBC reports that a massive power breakdown has hit India for a second day running, leaving more than half the country without power as the northern and eastern grids have both collapsed. The breakdown has hit a large swathe of the country including Delhi, Punjab, Haryana, Uttar Pradesh, Himachal Pradesh and Rajasthan states in the north, and West Bengal, Bihar, Orissa and Jharkhand in the east. Power cuts are a common occurrence in Indian cities because of a fundamental shortage of power and an aging grid. The chaos caused by such cuts has led to protests and unrest on the streets but the collapse of an entire grid is rare — the last time the northern grid failed was in 2001. India's demand for electricity has soared in recent years as its economy has grown but its power infrastructure has been unable to meet the growing needs. In the weeks leading up to the failure, extreme heat had caused power use to reach record levels in New Delhi and on July 30 a line feeding into the Agra-Bareilly transmission section, the 400-kV Bina-Gwalior line, tripped, triggering the collapse. The second grid collapse occurred on 31 July as the Northern, Eastern and North-Eastern power grids of India tripped/failed causing power blackout in 19 states across India. The crisis was allegedly triggered after four states — Rajasthan, Haryana, Punjab and UP — drew much more than their assigned share of power."
Real Time Strategy (Games)

StarCraft II Cost $100 Million To Develop 414

UgLyPuNk writes with news of a report that Blizzard has spent over $100 million developing StarCraft II. Initial development on the game began in 2003, and it's due to be released on July 27th. Activision Blizzard CEO Bobby Kotick "described StarCraft as one of the company’s seven 'pillars of opportunity' (where each pillar has the potential to deliver operating profit between $500 million and $1 billion over its life span)." The finalized system requirements for the game have been released, and players planning to buy the digitally distributed version can download it now, though it won't be playable until the 27th.

SCCS, the source motel! Programs check in and never check out! -- Ken Thompson