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Systematic Gaming | Systems programming for games

Systems programming for games

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Systematic Gaming | Systems programming for games | systematicgaming.wordpress.com Reviews
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Systems programming for games
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Systematic Gaming | Systems programming for games | systematicgaming.wordpress.com Reviews

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Systems programming for games

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Asset Management – Runtime | Systematic Gaming

https://systematicgaming.wordpress.com/2009/06/25/asset-management-runtime

June 25, 2009. Asset Management – Runtime. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 1:00 am. The runtime layer is the lowest level of asset management encompassing: file loading, reference counting, instancing and even procedural asset generation. To meaningfully discuss handling assets at runtime we’ll need to define the different types of assets. Here’s a few basic types of assets:. Only needs to be loaded once and can be shared trivially. Is an animated mod...

2

Asset Management | Systematic Gaming

https://systematicgaming.wordpress.com/2009/06/24/asset-management

June 24, 2009. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 2:25 am. Modern games have gigabytes of data, and thousands of individual assets. Managing all this data well can be a very complex task, and impacts game development at all levels, from concept artist to low level bit-pushing coder. The next few articles will look at the issues of asset management in games. First we must clarify our goals with some simple definitions. What exactly is an asset. To conside...

3

Game-Tool Communication | Systematic Gaming

https://systematicgaming.wordpress.com/2009/01/31/game-tool-communication

January 31, 2009. Filed under: game programming. 8212; Tags: console. 8212; systematicgaming @ 12:20 am. Modern games are extremely content heavy – most of the people on a game team are part of the art or design departments. The larger a the team get the greater the portion of content producers becomes, and the trend will only continue. So what does this have to do with game systems programming? There are basically two ways to accomplish this:. Direct integration of the game engine with the tool. Direct ...

4

Performance: C# vs C++ – Part 2 | Systematic Gaming

https://systematicgaming.wordpress.com/2009/01/13/performance-c-vs-c-part-2

January 13, 2009. Performance: C# vs C – Part 2. Filed under: c vs c#. 8212; Tags: C#. 8212; systematicgaming @ 1:01 pm. I was pretty content with my previous. On C# sorting performance, which were pretty disappointing. Normally I’d be happy to move on, but one commenter did pique my curiosity pointing to a MSDN article. First things first, here’s the code I ran. Here’s the direct results of 2005 vs 2008 (or perhaps better said CLR 2.0 vs 3.5), with lower being faster:. Now we’re getting decent imp...

5

Asset Management – Processing | Systematic Gaming

https://systematicgaming.wordpress.com/2009/07/02/asset-management-processing

July 2, 2009. Asset Management – Processing. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 4:21 am. Last time we looked into the lowest levels of asset management. Which can be handled by referencing counting and intelligent loading. With the next level, the processing layer. We look at how we prepare assets for our runtime. This is an important step and where a lot of optimization occurs. We can break the processing layer down into a few distinct stages:. The naiv...

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Book Reviews | Pulsar Engine

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Game Engine Development Blog. Skip to primary content. Skip to secondary content. Category Archives: Book Reviews. Book Review: Team Leadership in the Game Industry. June 22, 2011. In the Game Industry. Simply put, I really liked this book. In fact, I thought the book was so good that I bought two additional copies as gifts for a pair of coworkers who were just getting started as leaders of their own teams. 8221; Spaulding outlines the traits that are commonly chosen common and explains not only why they...

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Color | Pulsar Engine

http://pulsarengine.com/category/color

Game Engine Development Blog. Skip to primary content. Skip to secondary content. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is important to note that the HSV c...

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joey | Pulsar Engine

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Game Engine Development Blog. Skip to primary content. Skip to secondary content. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is important to note that the HSV c...

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March | 2013 | Pulsar Engine

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Game Engine Development Blog. Skip to primary content. Skip to secondary content. Monthly Archives: March 2013. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is im...

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Math | Pulsar Engine

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Game Engine Development Blog. Skip to primary content. Skip to secondary content. December 6, 2009. This weekend I was going through a section in Real-Time Collision Detection. On computing the covariance matrix from a set of points (from hereon “point cloud”). Of course, while working through the implementation it’s always good to have an example or two to help solidify the concept, so I found myself working through a few samples for my unit tests and decided to post them here. Also, it should be noted ...

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Pulsar Engine | Game Engine Development Blog | Page 2

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Game Engine Development Blog. Skip to primary content. Skip to secondary content. Newer posts →. December 6, 2009. This weekend I was going through a section in Real-Time Collision Detection. Let’s start with a simple, somewhat uninteresting example where we have a single point on each of the cardinal axes. X: 10, 0.0, 0.0 y: 0.0, 1.0, 0.0 z: 0.0, 0.0, 1.0 -x: -1.0, 0.0, 0.0 -y: 0.0, -1.0, 0.0 -z: 0.0, 0.0, -1.0. 0333333, 0.0, 0.0 0.0, 0.333333, 0.0 0.0, 0.0, 0.333333. Also, it should be noted that even ...

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September | 2010 | Pulsar Engine

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Game Engine Development Blog. Skip to primary content. Skip to secondary content. Monthly Archives: September 2010. September 25, 2010. This post is related to the previous post on testing a return value that consists of a set of items with no predefined order (see Unit Testing Unordered Lists. However, it differs in that this time the problem is a little more mathematical in nature: how do we properly test a routine that performs an operation that may have multiple correct solutions? TEST(CanComputeOrth...

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Programming | Pulsar Engine

http://pulsarengine.com/category/programming

Game Engine Development Blog. Skip to primary content. Skip to secondary content. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is important to note that the HSV c...

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August | 2010 | Pulsar Engine

http://pulsarengine.com/2010/08

Game Engine Development Blog. Skip to primary content. Skip to secondary content. Monthly Archives: August 2010. Unit Testing Unordered Lists. August 31, 2010. As my test harness. It is simple, lightweight, and quick to integrate into a codebase. If you don’t have a testing framework setup for your codebase yet, I highly recommend UnitTest . Unit Testing Unordered Lists. Let’s say you have the following. Class that represents an 2D axis-aligned box:. Next, say we are writing a. Add a struct with four.

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Systematic Gaming | Systems programming for games

July 23, 2009. Filed under: asset management. 8212; Tags: asset management. 8212; systematicgaming @ 5:45 am. Now that we’ve looked at the layers of asset management, let’s reflect upon the key points and see how we can improve our existing engine and pipelines. Each of these questions targets a specific part of the asset pipeline that deserve consideration. By reflecting on these points you can see ways to improve your own asset pipeline and workflow. Are shared assets duplicated unnecessarily? Layers o...

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