Epic failures in the game development field.

This blog covers funny/weird issues and bugs from games that happened during development.

Send your own contributions to igetyourfail at repi.se (can be anonymous if specified)

Wednesday, May 12, 2010

Monday, April 19, 2010

The Acid Powerup

Photobucket

(Thanks Pat)

Friday, April 16, 2010

Wednesday, April 14, 2010

Compressed Human Animation Fail

Photobucket

(Thanks Jonas)

Friday, February 12, 2010

Award-nominated File Naming



(Thanks Anonymous)

Friday, January 29, 2010

Monday, January 25, 2010

TheLongestAndMostDescriptiveFunctionNameEver?


Vec2 GetDesiredPositionOfLastStringSegmentForCarryingObject(Object * pObj)
{
...
}

(Thanks m3xican)

The power of comments


// As long as all calls to this class are made from the same thread this
class is thread safe.

(Thanks Anonymous)

FFD lattices in prime condition



(Thanks Tadej)

Friday, January 8, 2010

Wednesday, January 6, 2010

Advanced furry bear shell rendering



(Thanks Dmitry)

Tuesday, January 5, 2010

Efficient spawn table creation using STL


std::vector<vector3> spawn_table;

for( int i=0; i<level.getSpawnCount(); ++i )
{
spawn_table.push_back( *( new vector3() ) );

spawn_table.back() = level.getSpawn( i );
}


(Thanks Julien)

Monday, January 4, 2010

Angles greater than 114.59 degrees can't possibly be of any practical use


__forceinline float tan(float a)
{
return ::tanf(clamp(a, (-1.0f + FUZZY_EPSILON), (1.0f - FUZZY_EPSILON)));
}

__forceinline double tan(double a)
{
return ::tan(clamp(a, (-1.0 + FUZZY_EPSILON), (1.0 - FUZZY_EPSILON)));
}


We've had this in our code base since 2005 and have shipped 3 games on it, solid!

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