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GameArchitect

Musings on Game Engine Design

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GameArchitect | gamearchitect.net Reviews
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Musings on Game Engine Design
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1 gamearchitect
2 with one comment
3 is still accurate
4 after
5 of bandwidth
6 onlive
7 written by kyle
8 posted in gdc
9 with 3 comments
10 race
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gamearchitect,with one comment,is still accurate,after,of bandwidth,onlive,written by kyle,posted in gdc,with 3 comments,race,posted in uncategorized,good middleware,with 12 comments,1 corinthians 13,exactly,avoids symbol conflicts,general industry,want
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GameArchitect | gamearchitect.net Reviews

https://gamearchitect.net

Musings on Game Engine Design

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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...

2

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:.

3

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...

4

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'.

5

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.

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bittermanandy.wordpress.com bittermanandy.wordpress.com

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 ...

bittermanandy.wordpress.com bittermanandy.wordpress.com

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...

bittermanandy.wordpress.com bittermanandy.wordpress.com

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...

bittermanandy.wordpress.com bittermanandy.wordpress.com

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...

jacobrepp.blogspot.com jacobrepp.blogspot.com

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.

tomhulton.blogspot.com tomhulton.blogspot.com

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...

andyfirth.blogspot.com andyfirth.blogspot.com

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...

andyfirth.blogspot.com andyfirth.blogspot.com

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 ...

bittermanandy.wordpress.com bittermanandy.wordpress.com

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...

andyfirth.blogspot.com andyfirth.blogspot.com

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.

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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...

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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.

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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...

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http://gamearchitecture.blogspot.com pr 1

Http:/ gamearchitecture.blogspot.com pr 1. Orang Biasa, Cuman Ingin Menjadi Lebih Baik. Tema Sederhana. Diberdayakan oleh Blogger.

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GameArchive – HY300-013: A History of Games

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