LearnCocosTV 4: I see Road Nuts

On January 30, 2012, in LearnCocosTV, by Steffen Itterheim

In this episode you can see the Cocos2D Webcam Viewer in action. I also show you how to update a sprite’s texture while your app is running just by saving an updated version of the image, and how cool that actually is!

The second half of the video is devoted to explaining my work schedule. I’d like to believe that I have a unique and interesting solution to planning but I’m sure in some way or another it’s already been implemented.

I’m certainly influenced by Agile Development as much as I am by books like Getting Things Done and The 4-Hour Workweek. My revelation was simply this: stop wasting time planning tasks! Instead, plan your time and how you spend it.

Episode #4 – I see Road Nuts

• iDevBlogADay: Cocos2D Webcam Viewer
o Mac OS X Webserver File Download
• Kobold2D v1.0.2 released
• Poll: Which scripting language for Cocos2D?
• My work schedule explained

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From Dogfooding to Catfooding

On September 22, 2011, in idevblogaday, Kobold2D, by Steffen Itterheim

Most developers have heard of the phrase “Eat your own dog food”. It refers to the habit of actually using what you’re creating.

A typical example would be a company building Yet-Another-Issue-Tracking-Tool™ while using said issue tracker to manage their Yet-Another-Issue-Tracking-Tool™ project. And you’ll surely have heard of a game engine that was initially only developed as a necessity to build a game, then polished and released to the public to great success, while the developer continued to create games with his own engine.

Dogfooding is considered a good practice, actually a best practice. You know that the tool you’re building works, and that it satisfies your needs.

But “your needs” is also the achilles heel of dogfooding, and it’s just a small step away from forever “perfecting” your product (known as “gold plating”). So sooner or later, you’ll have to do some catfooding, too. Meaning: to feed the user’s needs.

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