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I Get Your Fail

Epic failures in the game development field. <br><br> This blog covers funny/weird issues and bugs from games that happened during development. <br><br> Send your own contributions to igetyourfail at repi.se (can be anonymous if specified)

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Epic failures in the game development field. &lt;br&gt;&lt;br&gt; This blog covers funny/weird issues and bugs from games that happened during development. &lt;br&gt;&lt;br&gt; Send your own contributions to igetyourfail at repi.se (can be anonymous if specified)
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I Get Your Fail | igetyourfail.blogspot.com Reviews

https://igetyourfail.blogspot.com

Epic failures in the game development field. &lt;br&gt;&lt;br&gt; This blog covers funny/weird issues and bugs from games that happened during development. &lt;br&gt;&lt;br&gt; Send your own contributions to igetyourfail at repi.se (can be anonymous if specified)

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igetyourfail.blogspot.com igetyourfail.blogspot.com
1

I Get Your Fail: Pink Shadow Acne

http://igetyourfail.blogspot.com/2010/04/pink-shadow-acne.html

I Get Your Fail. 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). Friday, April 16, 2010. Subscribe to: Post Comments (Atom). Compressed Human Animation Fail.

2

I Get Your Fail: May 2013

http://igetyourfail.blogspot.com/2013_05_01_archive.html

I Get Your Fail. 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). Monday, May 27, 2013. Perfectly skinned vertex normals. Thanks to Rick Appleton for the submission). Wednesday, May 22, 2013. Bool Manager: loadResources() { if (m resourcesLoaded) return true; m resourcesLoaded = true; return true; }. Thanks for the submission Graham).

3

I Get Your Fail: Highly optimized and accurate vector subscript operator

http://igetyourfail.blogspot.com/2013/04/highly-optimized-and-accurate-vector.html

I Get Your Fail. 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). Tuesday, April 30, 2013. Highly optimized and accurate vector subscript operator. Thanks for the submission Graham Wihlidal). Would you deem something like this acceptable? Float operator[](int idx) { return *( float*)&x) idx); }. May 2, 2013 at 10:14 AM.

4

I Get Your Fail: Suppress the suppressed warning?

http://igetyourfail.blogspot.com/2013/01/suppress-suppressed-warning.html

I Get Your Fail. 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). Thursday, January 24, 2013. Suppress the suppressed warning? 7 Code External Scaleform Src GFxPlayer GFxFontResource.cpp(515,17): warning : explicitly assigning a variable of type 'UByte' (aka 'unsigned char') to itself [-Wself-assign]. January 25, 2013 at 11:47 AM.

5

I Get Your Fail: Modern Gamedev Bingo

http://igetyourfail.blogspot.com/2011/01/modern-gamedev-bingo.html

I Get Your Fail. 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). Monday, January 31, 2011. Is an FPS is supposed to be a negative thing? Are all things in there supposed to be negative? February 1, 2011 at 11:24 AM. February 1, 2011 at 3:54 PM. Not to mention that being derivative and uninspired isnt exactly a new thing in games.

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pixelsnack.wordpress.com pixelsnack.wordpress.com

::DirectX::HowTo:: know if the debug layer is activated | pixelSnack

https://pixelsnack.wordpress.com/2011/04/07/directxhowto-know-if-the-debug-layer-is-activated

Games, Development, … and other pixel food. Larr; Gamma control is useless…. DirectX: HowTo: know if the debug layer is activated. April 7, 2011. Just this once won’t hurt, I’m not talking about openGL or iPhone today. I found the DirectX10/11 control panel really awful to set the debug layer. Sometimes on some computers, for any unknown reason it has no effect either if you set it to “. Bool IsDebugLayerActivated(const ID3D10Device& a rDevice). Bool bActivated = (pInfoQueue! Leave a Reply Cancel reply.

pixelsnack.wordpress.com pixelsnack.wordpress.com

Caustics IRL | pixelSnack

https://pixelsnack.wordpress.com/2011/04/30/caustics-irl

Games, Development, … and other pixel food. April 30, 2011. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out. Notify me of new comments via email. Notify me of new posts via email.

shashclp.blogspot.com shashclp.blogspot.com

Historias de un coder: Puños fuera!

http://shashclp.blogspot.com/2009/08/punos-fuera.html

Historias de un coder. Thursday, August 06, 2009. Cuando era pequeño, solíamos ir, con mis padres y los compañeros del club excursionista, bastante de camping. Allí, casi siempre que comíamos se hacia en comunidad, se compartía la comida con todos, y nadie abusaba comiéndoselo todo ni nada parecido. Y porque cuento todo este rollo personal, cuando os importa un pepino? Otopoto / Collapse and Gatitos (versión. Otopoto / Collapse and Gatitos (código fuente). Subscribe to: Post Comments (Atom).

shashclp.blogspot.com shashclp.blogspot.com

Historias de un coder: July 2009

http://shashclp.blogspot.com/2009_07_01_archive.html

Historias de un coder. Sunday, July 26, 2009. Pues eso, hemos terminado una nueva 4k. Las criticas no han sido buenas, y quedamos segundos. Ademas, para añadirle insulto, es la 4k a la que posiblemente he dedicado mas tiempo. Vaya, un fiasco, no? No creáis. Voy a contar porqué. Decidí dejar de producir hasta que no pusiera todo mi empeño en una producción. Hace algo menos de un año empecé con la versión final de la Let yourself go. Y aunque el resultado de la otopoto. No mucho mas que comentar al respect...

shashclp.blogspot.com shashclp.blogspot.com

Historias de un coder: Port de la mayhem a Windows (1/2)

http://shashclp.blogspot.com/2005/12/port-de-la-mayhem-windows-12.html

Historias de un coder. Friday, December 02, 2005. Port de la mayhem a Windows (1/2). De vez en cuando, me gusta volver a los "origenes" y pelearme con pixels, ensamblador y codigo de bajo nivel, para recordar como antes todo era mucho mas simple. Voy a intentar explicar en un estilo parecido a un diario, como se desarrollo:. Domingo, 20 de Noviembre del 2005. Me preocupo de ponerme en contacto con los coders de Incognita, para ver si me pueden pasar el codigo original. Lunes, 21 de Noviembre de 2005.

shashclp.blogspot.com shashclp.blogspot.com

Historias de un coder: September 2009

http://shashclp.blogspot.com/2009_09_01_archive.html

Historias de un coder. Thursday, September 24, 2009. Hoy toca una de batallitas, estaba viendo demos viejas para recordar tiempos pasados, y he decidido empezar un post sobre tonterías de prods antiguas de Collapse que relativamente poca gente sabe. Allá vamos:. Pre-deadline, quedamos en mi piso de Barcelona, cosa que por la época hacíamos mucho para preparar prods. Madgoblin recordará seguramente cierta anécdota del fin de semana anterior a la party :P. Después de la desastrosa. Con esta prod empieza la...

uncommonassembly.com uncommonassembly.com

4 Minutes, 33 Seconds of Uniqueness | Uncommon Assembly

http://www.uncommonassembly.com/2009/09/4-minutes-33-seconds-of-uniqueness

4 Minutes, 33 Seconds of Uniqueness. Href="http:/ www.uncommonassembly.com/2009/09/4-minutes-33-seconds-of-uniqueness/" rel="bookmark". 4 Minutes, 33 Seconds of Uniqueness. One of the more notable results of the 2009 Global Game Jam, was. 4 Minutes, 33 Seconds of Uniqueness. It was developed by Petri Purho (and team), who also created the clever indie breakout hit Crayon Physics Deluxe. Moniker. The game was created within a 24-our window and was provided by the competition with the theme “. Site In the ...

mosseisley.blogspot.com mosseisley.blogspot.com

Moss Eisley: November 2013

http://mosseisley.blogspot.com/2013_11_01_archive.html

Tuesday, 19 November 2013. Penny Racers by Takara. Penny Racers are a line of toys that I had not remembered until recently. Made by Takara in the early 80's they were a simple pull back and go toy with a neat gimmick. Put a penny coin in a slot on the back of the car and it would do wheelies. At the time I remember there being loads of different cars available, and it seems there were. The toys were a re-branded version of a Japanese toy line called Choro-Q which are still made today in Japan. De-Yellow...

mosseisley.blogspot.com mosseisley.blogspot.com

Moss Eisley: September 2013

http://mosseisley.blogspot.com/2013_09_01_archive.html

Friday, 6 September 2013. Movie remakes - give it a rest. Movie remakes are starting to seriously get on my nerves now. Why can't movie makers these days come up with something new rather than re-hashing old ones and ruining them. I saw today the trailer for Robocop, and then read quite soon after that they are re-making Stargate and The Blackhole amongst others. You do occasionally get a good new sci-fi movie come out. District 9 and Moon were both great films. But there should be many more. I picked up...

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I Get Your Fail

I Get Your Fail. 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). Monday, May 27, 2013. Perfectly skinned vertex normals. Thanks to Rick Appleton for the submission). Wednesday, May 22, 2013. Bool Manager: loadResources() { if (m resourcesLoaded) return true; m resourcesLoaded = true; return true; }. Thanks for the submission Graham).

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