
gamearchitect.net
GameArchitectMusings on Game Engine Design
http://www.gamearchitect.net/
Musings on Game Engine Design
http://www.gamearchitect.net/
TODAY'S RATING
>1,000,000
Date Range
HIGHEST TRAFFIC ON
Saturday
LOAD TIME
0.4 seconds
16x16
GameArchitect.Net
612K Kn●●●●●●●t Place
Cock●●●●ille , Maryland, 21030
United States
View this contact
Kyle Wilson
612K Kn●●●●●●●t Place
Cock●●●●ille , Maryland, 21030
United States
View this contact
Kyle Wilson
612K Kn●●●●●●●t Place
Cock●●●●ille , Maryland, 21030
United States
View this contact
23
YEARS
0
MONTHS
2
DAYS
GODADDY.COM, LLC
WHOIS : whois.godaddy.com
REFERRED : http://registrar.godaddy.com
PAGES IN
THIS WEBSITE
20
SSL
EXTERNAL LINKS
138
SITE IP
50.63.115.1
LOAD TIME
0.39 sec
SCORE
6.2
GameArchitect | gamearchitect.net Reviews
https://gamearchitect.net
Musings on Game Engine Design
An Anatomy of Despair: Managers and Contexts at GameArchitect
http://gamearchitect.net/2008/09/13/an-anatomy-of-despair-managers-and-contexts
Musings on Game Engine Design. An Anatomy of Despair: Managers and Contexts. Many of the design ideas that shaped the Despair Engine were reactions to problems that had arisen in earlier projects that we’d worked on. One of those problems was the question of how to handle subsystem managers. This prompts clever people who’ve read Design Patterns. I’ll make all my managers Meyers singletons. And they go and write something like. Imagine what happens if the constructor for AudioManager calls GetFileManager...
General Industry at GameArchitect
http://gamearchitect.net/category/general-industry
Musings on Game Engine Design. Archive for the ‘General Industry’ Category. Love is patient, love is kind. It does not envy, it does not boast, it is not proud. It is not rude, it is not self-seeking, it is not easily angered, it keeps no record of wrongs. Love does not delight in evil but rejoices with the truth. It always protects, always trusts, always hopes, always perseveres. Love is easy. Middleware is hard. Middleware offers two main benefits, each of which is balanced by an associated cost:.
An Anatomy of Despair: Introduction at GameArchitect
http://gamearchitect.net/2008/04/15/an-anatomy-of-despair-introduction
Musings on Game Engine Design. An Anatomy of Despair: Introduction. I’ve been working for a little more than three years on the Despair Engine, the game engine that Day 1 is using in Fracture. There are two broad opposing ideologies when it comes to engine design for games. Hardware is a platform! 8221; he’s voicing this faction’s frustrations. Know how to create games. We use the advanced features of C very aggressively. If our history of uncovering compiler errors is any indication, the Despair...Libra...
WordPress at GameArchitect
http://gamearchitect.net/2008/03/09/wordpress
Musings on Game Engine Design. When I started GameArchitect, the word blog didn’t exist yet, and there was, therefore, a real shortage of decent blogging software. I ended up buying Joel Spolsky’s CityDesk. Mostly because it was what he used for Joel on Software. And I like the look of his site. About which I’ve heard good things. All old content is still available at http:/ www.gamearchitect.net/citydesk.html. Pardon the dust and plaster. March 9th, 2008 at 6:26 pm. One Response to 'WordPress'.
Software Is Hard
http://gamearchitect.net/Articles/SoftwareIsHard.html
What It's All About. Who Is This Guy? Sunday, August 19, 2007. Software is hard," reads the quote from Donald Knuth that opens Scott Rosenberg's. The 400 pages that follow examine why: Why is software in a never-ending state of crisis? Why do most projects end up horribly over-budget or cancelled or both? Why can't we ship code without bugs? Why, everyone asks, can't we build software the same way we build bridges? The framing story for Rosenberg's investigation is the Open Source Applications Foundation.
TOTAL PAGES IN THIS WEBSITE
20
The Masonic Handshake | Pandemonium
https://bittermanandy.wordpress.com/2008/12/10/the-masonic-handshake
December 10, 2008. Filed under: Games Industry. 8212; bittermanandy @ 11:43 pm. I’ve had a few people contact me to ask, “do you have any advice for how to get into the games industry? 8221; Besides being ironic given that I’m no longer a part of the industry myself, this is a phrase that I really despise, because – well, I’ll get to that in a minute. Anyway, where was I? Oh yes – “getting into the games industry”. I. Let’s pretend I’m going for a job as an architect. Should I:. A) spend all day looking ...
Windows Phone 7? Schmindows schmone schmeven | Pandemonium
https://bittermanandy.wordpress.com/2010/09/17/windows-phone-7-schmindows-schmone-schmeven
September 17, 2010. 8212; bittermanandy @ 12:51 am. WARNING – rant follows. Those of a sensitive disposition should look away now. XNA is a wonderful and glorious thing of great beauty. It makes game development. On Windows and more-or-less straightforward on Xbox (though with close-to-zero financial benefit from what I gather). Today XNA Game Studio 4.0. And what’s the one thing that they. Keep going on about? So much so, in fact, that XNA is now. It’s gone – oh no wait! And the stuff that is. For Micro...
XapParse, five years on | Pandemonium
https://bittermanandy.wordpress.com/2013/08/13/xapparse-five-years-on
August 13, 2013. XapParse, five years on. 8212; bittermanandy @ 10:06 pm. Aaargh, I just lost my post… so I’m writing it again… here’s the short and slightly-pissed-off version. About five years ago I wrote a bit of C# code for parsing XAP format XACT files, for use (for example) in an XNA build process. I called it XapParse, and made it available on CodePlex. But whether anyone uses it or not, it was still pretty terrible and had my name on it and it was keeping me awake at night. So I rewrote it. Hi Th...
Efficient Development – part three | Pandemonium
https://bittermanandy.wordpress.com/2008/07/28/efficient-development-part-three
July 28, 2008. Efficient Development – part three. Filed under: Games Development. 8212; bittermanandy @ 11:54 pm. In this mini-series so far have been particularly revolutionary, though I do think I’ve implemented them in an elegant, almost effortless way. Most pro developers out there will have used tools much like them on most of their games; but I think they represent the kind of “obvious” tip that hobbyist developers never get told about. Dev shapes and text. The skybox (from here. In various locati...
Jacob Repp's Blog: XNA: Yes I'm a bit addicted now
http://jacobrepp.blogspot.com/2006/09/xna-yes-im-bit-addicted-now.html
Things that go wrrr wrrr.bonk bonk. Friday, September 22, 2006. XNA: Yes I'm a bit addicted now. This stuff is really nice. I'm actually a bit addicted to the whole thing. I finally got some shader issues sorted out. I have a few very basic shaders right now, one that renders color coded normals for debugging purposes and one that does a single directional light and diffuse shading. I picked up a good shader book. And a new 20" LCD. Subscribe to: Post Comments (Atom). View my complete profile.
Tom's Programming Blog: February 2010
http://tomhulton.blogspot.com/2010_02_01_archive.html
Ramblings from someone who doesn't know much about very little. Sunday, 28 February 2010. Tower Defence ideas and a bit of code. I wanted to implement the bombs so you could have as many as you wanted at a time, so as I have done with my enemies and my towers I created a good old c vector (a smart array, or simply a form of container for my data) that could then be iterated through to update them. Void CGameController: Update Bombs( CTimer* timer ). For( unsigned int i = 0; i bombs.size(); i ). Without t...
Meandering thoughts of an Addicted Games Programmer: 10/01/2008 - 11/01/2008
http://andyfirth.blogspot.com/2008_10_01_archive.html
Meandering thoughts of an Addicted Games Programmer. Wednesday, October 1, 2008. Working with Instant Messenger. Recently i did a poll on a well populated games dev only forum. I started the poll based entirely on a single conversation with a friend at R* San Diego who said that R* do not allow IM usage. After a few hours it became apparent that around 10% of developers do not allow IM usage in any form, the other 90% largely given open access. So why is it some companies simply don't allow it? I have be...
Meandering thoughts of an Addicted Games Programmer: Static assert with a "real" message.
http://andyfirth.blogspot.com/2010/08/static-assert-with-real-message.html
Meandering thoughts of an Addicted Games Programmer. Saturday, August 7, 2010. Static assert with a "real" message. Static asserts are important for many reasons and are heavily used in most large codebases esp when said codebase has many target environments. They inform the programmer when an assumption fails at compile time allowing for the runtime code to avoid expensive verification. Define COMPILE ASSERT(x) extern int dummy[(int)x]. Which is typically used as. Now consider the form. Which is a much ...
Efficient Development – part five | Pandemonium
https://bittermanandy.wordpress.com/2010/09/19/efficient-development-part-five
September 19, 2010. Efficient Development – part five. Filed under: Games Development. 8212; bittermanandy @ 6:27 pm. So, as promised: a more positive post, and this one also offers something more concrete than recent posts have tended towards: another component in the Kensei.Dev. Library, about which I have. But it is somewhat limited in scope, so a more powerful logging framework can offer much more control over what is logged. As good as being free, so I wasn’t too concerned by that. So far so ordinar...
Meandering thoughts of an Addicted Games Programmer: 06/01/2010 - 07/01/2010
http://andyfirth.blogspot.com/2010_06_01_archive.html
Meandering thoughts of an Addicted Games Programmer. Thursday, June 17, 2010. Becoming a console programmer : Structure Alignment. This is an area that all programmers should be familiar with however i've met and worked with a fair few who never had to care. until they had to care. Char m char;. Int m int;. Char m char;. Long long m longlong;. Int m int;. Char m char1;. Char m char2;. Using default settings under x86 these three structs are 1, 8 and 16 bytes respectively. What is actually allocated is.
TOTAL LINKS TO THIS WEBSITE
138
GaMeArcH
Monday, August 16, 2010. Collin McRae Dirt 2. An absolutely exhilarating rally experience; Visually, one of the most pleasing racing games coded till date. Gamearch Score - 9/10. Like in the first Colin McRae installment, you start with a basic car and as you progress, you'll be allowed to buy better cars. Dirt 2 offers different styles of racing, such as rally, rallycross, trialblazers and heavyweight racing. Each type offers specific mods you could purchase after buying your ride. Medal Of Honor's firs...
Game Architecture | Spatial Game Design and Discussion
Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. May 28, 2015. It’s been quite quiet, but this needs to go here:. Interactive web demo: http:/ oskarstalberg.com/game/CityGenerator/. June 30, 2013. Sometimes other things just become more important. That seems to be usual for me with this blog-thingies. After all there’s just that much free time available, and now mine is mostly spent on the following things:. Foremost among these projects being my studio. Is a monthl...
game archaeology lab - Home
Softalk Open Discussion Project. The Print Shop Project. Welcome to the gal. Roaming the futures past of games computing at the Georgia Institute of Technology. Laine nooney ian bogost. Subscribe to mailing list. GLOBAL GAME JAM @ GT / January 20-22. Come make friends and build games! Register for the jam: http:/ globalgamejam.org/2017/jam-sites/ggj-gt. 2016-2017 SPEAKER SERIES: Digital Pasts, Digital Futures. All academic year, the GAL and GT Libraries retroTECH. Georgia Institute of Technology.
Game Archer | Your Best Source of Android Game Reviews
Your Best Source of Android Game Reviews. We also have cookies! February 8, 2015 -. February 6, 2015 -. February 5, 2015 -. February 4, 2015 -. February 3, 2015 -. February 2, 2015 -. Latest reviews by category. January 29, 2015 -. We walked into a death trap. But he made the biggest mistake of his life. He left me alive. Frontline Commando lets you play as the sole survivor of a Special Forces unit that was ambushed by [.]. January 27, 2015 -. January 18, 2015 -. February 6, 2015 -. February 4, 2015 -.
Index of /
GameArchitect
Musings on Game Engine Design. GDC 2009: The Year We Went Hungry. I’ve written before. That at SIGGRAPH you starve while at GDC they stuff you like a foie gras goose. No more. This year there were no breakfast pastries before the lectures started. There were no cookies at the coffee breaks. Some lines ran out of lunches and sodas. Perhaps CMP took a look at the girth of the attendees and decided that the average game developer would benefit from a diet. The conference, and those in the form of a slim han...
http://gamearchitecture.blogspot.com pr 1
Http:/ gamearchitecture.blogspot.com pr 1. Orang Biasa, Cuman Ingin Menjadi Lebih Baik. Tema Sederhana. Diberdayakan oleh Blogger.
Price Request - BuyDomains
Url=' escape(document.location.href) , 'Chat367233609785093432', 'toolbar=0,scrollbars=0,location=0,statusbar=0,menubar=0,resizable=0,width=640,height=500');return false;". Need a price instantly? Just give us a call. Toll Free in the U.S. We can give you the price over the phone, help you with the purchase process, and answer any questions. Get a price in less than 24 hours. Fill out the form below. One of our domain experts will have a price to you within 24 business hours. United States of America.
Parallels Confixx
Hier entstehen die Internet-Seiten des Confixx Benutzers. Die Domain www.gamearchiv.com ist nicht verfügbar. This page is autogenerated by Parallels.
GameArchive – HY300-013: A History of Games
HY300-013: A History of Games. Unit 1: Traditional/Folk games since antiquity. Introduction to the Class. Syllabus and requirements. Why study games? Why study the history of games? Aims of the class. Resources. History and Games. Historical methods. Games as primary sources. Components of a game. Analysis of game design, Czikszentmihalyi’s concept of flow. Hands-on: Royal Game of Ur, S’net, Wei-qi/Go, Dominoes, Mancala/Wari. Pp 43-70; Peter Shotwell, Go! More than a Game. More than a Game. Pp xv-xxxiii&...
GameArchive: Arcade Video Games + Pinball Archive
Wednesday March 28th, 2018. 160; stats. 160; frame breaker. 160; about gamearchive. Welcome to GameArchive.com! We look forward to having you back soon! This Page Last Updated on December 26th 2017, it loaded in 10.07ms. Questions, Comments, Requests, etc. may be directed to the webmaster.