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DoubleBuffered Games

DoubleBuffered Games: Indie game development and code consulting in Unreal Engine 4

http://www.doublebuffered.com/

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DoubleBuffered Games: Indie game development and code consulting in Unreal Engine 4
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DoubleBuffered Games | doublebuffered.com Reviews

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DoubleBuffered Games: Indie game development and code consulting in Unreal Engine 4

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2009 November « Double Buffered

https://doublebuffered.com/2009/11

A Programmer’s View of Game Design, Development, and Culture. Perl Script To Remove Unnecessary Headers. I'm Ben Zeigler (JZig), and I've been a programmer in the video game industry for the last 5 years. This blog is for my own ramblings, opinions, and rants, and nothing here is anything more than my personal opinion. It's called "Double Buffered" because that's the name of a common graphics technique, and I'm a programmer. Some stuff I wrote that you might care about:. Valve Actually Made a Mistake.

2

2010 January « Double Buffered

https://doublebuffered.com/2010/01

A Programmer’s View of Game Design, Development, and Culture. Perl Script To Remove Unnecessary Headers. I'm Ben Zeigler (JZig), and I've been a programmer in the video game industry for the last 5 years. This blog is for my own ramblings, opinions, and rants, and nothing here is anything more than my personal opinion. It's called "Double Buffered" because that's the name of a common graphics technique, and I'm a programmer. Some stuff I wrote that you might care about:. Valve Actually Made a Mistake.

3

2011 March « Double Buffered

https://doublebuffered.com/2011/03

A Programmer’s View of Game Design, Development, and Culture. Perl Script To Remove Unnecessary Headers. I'm Ben Zeigler (JZig), and I've been a programmer in the video game industry for the last 5 years. This blog is for my own ramblings, opinions, and rants, and nothing here is anything more than my personal opinion. It's called "Double Buffered" because that's the name of a common graphics technique, and I'm a programmer. Some stuff I wrote that you might care about:. Valve Actually Made a Mistake.

4

2009 October « Double Buffered

https://doublebuffered.com/2009/10

A Programmer’s View of Game Design, Development, and Culture. Perl Script To Remove Unnecessary Headers. I'm Ben Zeigler (JZig), and I've been a programmer in the video game industry for the last 5 years. This blog is for my own ramblings, opinions, and rants, and nothing here is anything more than my personal opinion. It's called "Double Buffered" because that's the name of a common graphics technique, and I'm a programmer. Some stuff I wrote that you might care about:. Valve Actually Made a Mistake.

5

2010 December « Double Buffered

https://doublebuffered.com/2010/12

A Programmer’s View of Game Design, Development, and Culture. Perl Script To Remove Unnecessary Headers. I'm Ben Zeigler (JZig), and I've been a programmer in the video game industry for the last 5 years. This blog is for my own ramblings, opinions, and rants, and nothing here is anything more than my personal opinion. It's called "Double Buffered" because that's the name of a common graphics technique, and I'm a programmer. Some stuff I wrote that you might care about:. Valve Actually Made a Mistake.

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Unity « Programmer Joe

http://programmerjoe.com/category/unity

Joe Ludwig’s blog. Archive for the ‘Unity’ Category. Using heightmaps in the Terrain component in Unity 4.2. September 23, 2013. This weekend I spent some time playing around with procedural heightmap generation in Unity. Since the documentation for these APIs. Is pretty sparse, I wanted to post about all the traps I fell into and maybe save other people some time. To Unity. This is a method on a custom component I added to each of my Terrain GameObjects. Terrain terrain = gameObject.GetComponent. When I...

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Game Industry « Programmer Joe

http://programmerjoe.com/category/game-industry

Joe Ludwig’s blog. Archive for the ‘Game Industry’ Category. January 2, 2011. In the interest of seeing just how wrong I can be twelve months from now, here is a list of things I think will happen in 2011. This is possibly the worst day of the year to write such a post, what with CES starting on Thursday, but that’s never stopped me before. Netflix will continue to kick ass. Their selection of streaming movies and TV shows will explode in 2011, though they will have to pay more. For all that content.

programmerjoe.com programmerjoe.com

Programmer Joe

http://programmerjoe.com/page/2

Joe Ludwig’s blog. Using heightmaps in the Terrain component in Unity 4.2. September 23, 2013 by Joe. This weekend I spent some time playing around with procedural heightmap generation in Unity. Since the documentation for these APIs. Is pretty sparse, I wanted to post about all the traps I fell into and maybe save other people some time. Here’s the code I ended up with. ChunkId.chunkSize is a Vector2 that contains {100, 100}. Perlin is a noise generator from this LibNoise port. For( int x = 0; x. When I...

programmerjoe.com programmerjoe.com

Social Gaming « Programmer Joe

http://programmerjoe.com/category/social-gaming

Joe Ludwig’s blog. Archive for the ‘Social Gaming’ Category. Facebook Week – Finale. March 30, 2008. I didn’t actually work on the game today, but I did get the turn processor running for real this morning, so I figured I’d put that link up again: http:/ apps.facebook.com/primesuspect. And now I return you to your regular once every week or two posting schedule…. Posted in Social Gaming. Facebook Week – Day 8. March 29, 2008. I revamped the way the ASP.NET code handles its own URLs and links between ...

programmerjoe.com programmerjoe.com

Augmented Reality « Programmer Joe

http://programmerjoe.com/category/augmented-reality

Joe Ludwig’s blog. Archive for the ‘Augmented Reality’ Category. 7 kinds of Media? July 6, 2013. I recently watched this video from AWE 2013 by Toni Ahonen on why Augmented Reality is the 8th mass media. The part of his talk that didn’t quite sit right with me is his list of types of Mass Media. Here’s the list (including his new 8th type):. Print (books, pamphlets, newspapers, magazines, etc.) from the late 15th century. Radio from about 1910. Television from about 1950. Internet from about 1990. My sec...

programmerjoe.com programmerjoe.com

Board Games « Programmer Joe

http://programmerjoe.com/category/board-games

Joe Ludwig’s blog. Archive for the ‘Board Games’ Category. Foom – Devlog #3. March 23, 2014. It’s just about possible to do all of that in your head, but it is error prone. It’s also quite a lot of work to do every time and wasn’t very fun. The resource tracks from V2 helped but weren’t nearly enough. The first order of business was to reduce that load. That involved a few changes:. When a bitcoin is acquired it becomes a type of resource of the player’s choice, but that choice is permanent. Between V1 a...

programmerjoe.com programmerjoe.com

Engineering « Programmer Joe

http://programmerjoe.com/category/engineering

Joe Ludwig’s blog. Archive for the ‘Engineering’ Category. Tools for generating tabletop cards. February 9, 2014. I’ve been working on a board game for about a year now. The code name is Calvinball because I make so many rule changes in the middle of a game. It’s a worker placement and resource management game. This post is about my latest attempt to improve the tools I use to print the cards for that game. To make one big PDF with everything in it. At that point a PDF reader (I use FoxIt. Is one of them:.

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Day Job « Programmer Joe

http://programmerjoe.com/category/day-job

Joe Ludwig’s blog. Archive for the ‘Day Job’ Category. Going to the Show. May 31, 2009. Have you ever seen Bull Durham? If not, watch this clip:. Over the past eleven years I have worked with many great people on many great projects. While there has been plenty for those teams to be proud of, I have never worked on a hit. I have never worked on a game with a marketing budget. To speak of. I have never worked on a game with a 90 Metacritic rating. I have never worked somewhere that could really. There are...

warpskip.com warpskip.com

Warp Skip! | Don’t get me wrong, I think that the Miiverse...

http://warpskip.com/post/24364323197

June 3, 2012. Don’t get me wrong, I think that the Miiverse looks absolutely fine and entirely unoffensive (granted, only if there are hella tools to control your feed) but there’s a weird part of me that feels like if UStream’s servers would have died at this exact point a lot of people would be walking away pretty darn happy. Reblogged this from warpskip. To finish this game peacefully is my last wish. Theme by David Kang.

warpskip.com warpskip.com

Warp Skip! | The best excerpts from Wikipedia's Xbox 360...

http://warpskip.com/post/24679141625

June 8, 2012. The best excerpts from Wikipedia’s Xbox 360 Backwards Compatibility Guide. Tire screeching noise can last throughout an entire race. Cannot use Pump It Up dance pad. Every time disk is started, requires console reboot. The option to assign keys to the Right Trigger in the Settings menu is missing. In certain regions, such as around the Pyongyang Airport, the game will abruptly freeze. In night-time races, the moon appears as a large blue square in the sky! Reblogged this from warpskip.

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Mali kutak za razvoj igara. 10 Jul, 2014. The Red Solstice je dostupan na Steamu! The Red Solstice, igra čiji smo početak pratili i na forumu, je upravo došla na Steam u Early Access kategoriju. Ironward ekipa je odradila odličan posao, a ako prvo želite vidjeti što drugi kažu o igri, bacite oko na GameSpot.. 8 Jul, 2014. Oculus je kupio RakNet. Radi li se zlom planu guranja Facebook integracije u sve Oculus-bazirano? 27 Feb, 2014. Machina - Dan otvorenih vrata. 27 Feb, 2014. Intervju sa Cateia Games.

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Here are my random thoughts on game development, based on my previous experience in AAA. And current goal of building personal indie games. January 10, 2018. Game Jamming with UE4. January 10, 2018. As I'm just starting to get into Indie development after 12 years of AAA game development, I wanted to enter a Game Jam as quickly as possible. Luckily, The Idle Thumbs. Community organizes a regular game jam called Wizard Jam. Okay, we have the classes, now to actually add stuff to them! What to do next depe...

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