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201010.11: Visual Studio 2010 is here. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.12. Visual Studio 2010 is upon us. Actually it has been for a while now, but this is the first time I've started to use it. Here are some of the impressions I've had. 201010.11: Aurora v2.0 Blog. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.13. 201006.01: Undoing the effects of editing your entire repository. Written by Jim Tilander on 2010.06.01. Last updated 2010.06.01. Here are some of mine.

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201010.11: Visual Studio 2010 is here. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.12. Visual Studio 2010 is upon us. Actually it has been for a while now, but this is the first time I've started to use it. Here are some of the impressions I've had. 201010.11: Aurora v2.0 Blog. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.13. 201006.01: Undoing the effects of editing your entire repository. Written by Jim Tilander on 2010.06.01. Last updated 2010.06.01. Here are some of mine.
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Aurora: Home | tilander.org Reviews

https://tilander.org

201010.11: Visual Studio 2010 is here. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.12. Visual Studio 2010 is upon us. Actually it has been for a while now, but this is the first time I've started to use it. Here are some of the impressions I've had. 201010.11: Aurora v2.0 Blog. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.13. 201006.01: Undoing the effects of editing your entire repository. Written by Jim Tilander on 2010.06.01. Last updated 2010.06.01. Here are some of mine.

INTERNAL PAGES

tilander.org tilander.org
1

Aurora:

http://www.tilander.org/aurora2/About/index.html

Well, that's me writing. After giving up on my dreams of becoming a rocket scientist, I went into full time games development. I'm kind of a generalist programmer so you will see all sorts of topics showing up on my blog. I currently work for Sony Santa Monica. But of course everything I say here is for me, and not for Sony. Yeah, yada yada. You can also view my public profile on linkedin. These are the games I've been working on throughout the years. Midtown Madness 3 (Xbox). God of War III (Ps3).

2

Aurora: BlogRoll

http://www.tilander.org/aurora2/BlogRoll/index.html

Here is a list of other blogs that you should subscribe to as well. Talks about all things from hell. Is one of our rendering programmers talking about programming. Has gone Indie and talks all about iPhone programming. Is writing some interesting articles on programming. Has some articles on programming. Is not only about shadows. Has lots of good references and occasional photographs. This page is (C) 2006-2010 Jim Tilander.

3

Aurora: Is quality going out of fashion?

http://www.tilander.org/aurora2/Is_quality_going_out_of_fashion/index.html

That's the thing about people who think they hate computers. What they really hate is lousy programmers. Is quality going out of fashion? This happens on occasion and I see it more and more. I call it the windows syndrome. Windows has this stigma around it that if you have any trouble at all, the first thing you should try is to reboot your computer. If the problem magically goes away, then it's considered to be fixed [ 1. If you're a windows user, this pretty much describes your daily workflow I presume.

4

Aurora: Visual Studio 2010 is here

http://www.tilander.org/aurora2/Visual_Studio_2010_is_here/index.html

I used to believe in forever . . . but forever was too good to be true. Visual Studio 2010 is here. VS2010 however seems to finally have overhauled and replaced the old C build system in favor for the much touted MS Build system as well as starting to support C 0x (static assert ftw) which all the sudden makes it interesting. The thing that pushed me over though was the fact that apparently the most recent DirectX SDK doesn't support 2005 anymore! Time for a tactical retreat. Wait, that was it? Next orde...

5

Aurora: Archive

http://www.tilander.org/aurora

201010.11: Visual Studio 2010 is here. Visual Studio 2010 is upon us. Actually it has been for a while now, but this is the first time I've started to use it. Here are some of the impressions I've had. 201010.11: Aurora v2.0 Blog. I'm relaunching my blog. This is the new, bigger better blog. Or actually, it's much smaller, leaner and meaner. Yes, it's a meta blog post. Feel free to skip over! 201006.01: Undoing the effects of editing your entire repository. 200911.29: Development tools. Ever found yourse...

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irrelevantconclusion.com irrelevantconclusion.com

Programming « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/programming

Archive For The “Programming” Category. July 12, 2013. At this point it’s pretty common knowledge that when you refer to a runtime resource in your game, you don’t do it by string. At least not directly. The string gets transformed into a hash key using some fancy hashing function that the systems guy read about on the internet, and the key is used […]. Read more ». July 9, 2013. Read more ». July 10, 2012. Read more ». June 15, 2012. So it’s been a long time since I posted anything, relevant or ot...

irrelevantconclusion.com irrelevantconclusion.com

Endian Swapping « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2013/07/endian-swapping

July 9, 2013. Wow, so it’s been almost a year since I posted anything. I better remember how to use this blog thing. So for a simple ease-back-in sort of post, I want to talk about endian swapping. Rather than going into detail on this, I’ll just link you to my favorite place on the internet; wikipedia. Often there are many functions, like so:. Generally, you’ll have a function for each sized type that you can swap. Maybe you stick these in some sort of ByteSwapper class so that you can check t...But the...

irrelevantconclusion.com irrelevantconclusion.com

About « Irrelevant Conclusion

http://www.irrelevantconclusion.com/about

You have reached the personal web site of Graeme Murray. This is where I write stuff about game programming. Sometimes I might write other stuff too. If you wonder if I’m at all qualified to write stuff about game programming, see below and make your own judgement call. If you wish to contact me feel free to use the usual channels, guess my blog email (hint, it isn’t hard), or use the form below. Send a copy of this email to yourself. On Best Fit, Worst Fit. On STL Allocators Explained.

irrelevantconclusion.com irrelevantconclusion.com

Irrelevant Conclusion

http://www.irrelevantconclusion.com/page/2

June 15, 2012. So it’s been a long time since I posted anything, relevant or otherwise. For various reasons, I’m still sans-computer… sorta. While it’s true that I’m still writing this on an iPad with a fantastic 3G internet connection, I actually have access to a crappy old MacBook with horrible, horrible Xcode on it. And no internet. If you were implementing an allocator to be used with STL containers, it would start out something like this:. What’s so interesting, you ask? Template typename Type t, ty...

irrelevantconclusion.com irrelevantconclusion.com

STL Allocators Explained « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2012/06/stl-allocators-explained

June 15, 2012. So it’s been a long time since I posted anything, relevant or otherwise. For various reasons, I’m still sans-computer… sorta. While it’s true that I’m still writing this on an iPad with a fantastic 3G internet connection, I actually have access to a crappy old MacBook with horrible, horrible Xcode on it. And no internet. If you were implementing an allocator to be used with STL containers, it would start out something like this:. What’s so interesting, you ask? Template typename Type t, ty...

irrelevantconclusion.com irrelevantconclusion.com

Rants « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/rants

Archive For The “Rants” Category. Humble Indie Bundle #3. August 9, 2011. So it seems that the Humble Indie Bundle is doing its third round to sell a bunch of really good games in their “pay what you want” fashion. I always seem to learn about these things a day too late, but managed to finally get on board this year (today, in fact.) If you’re that […]. Read more ». Designing Flat Data Formats. July 30, 2011. Read more ». C Memory Management Sucks. July 13, 2011. Read more ». On Best Fit, Worst Fit.

irrelevantconclusion.com irrelevantconclusion.com

Irrelevant « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/irrelevant

Archive For The “Irrelevant” Category. Weighing in on Ouya. August 28, 2012. There’s been obviously a lot of opinions flying around the Internet regarding the latest home-game-console-to-be, the Ouya. Everyone from Penny Arcade to Forbes have taken notice of this little Kickstarter darling and attempted to point out why it will be the new Nintendo or end up the next Phantom. Since I’ve never been one to […]. Read more ». June 19, 2012. McDonald’s Italian Tomato Denny’s もうありますか 教えてください。 Read more ». Hence...

irrelevantconclusion.com irrelevantconclusion.com

Graeme « Irrelevant Conclusion

http://www.irrelevantconclusion.com/author/Graeme

July 12, 2013. At this point it’s pretty common knowledge that when you refer to a runtime resource in your game, you don’t do it by string. At least not directly. The string gets transformed into a hash key using some fancy hashing function that the systems guy read about on the internet, and the key is used […]. Read more ». July 9, 2013. Read more ». Weighing in on Ouya. August 28, 2012. Read more ». July 10, 2012. Asserts are a brilliant paradigm for catching errors at run-time in your code. Wher...

irrelevantconclusion.com irrelevantconclusion.com

C++ « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/programming/c

Archive For The “C ” Category. July 9, 2013. Wow, so it’s been almost a year since I posted anything. I better remember how to use this blog thing. So for a simple ease-back-in sort of post, I want to talk about endian swapping. Thanks to hardware guys’ inability to agree on things, we software guys run the risk of having our data represented […]. Read more ». July 10, 2012. Read more ». June 15, 2012. Read more ». Pretty Fast Random Floats on PS3. February 2, 2012. Random number generation is a funny th...

irrelevantconclusion.com irrelevantconclusion.com

Gameplay « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/gameplay

Archive For The “Gameplay” Category. July 12, 2013. At this point it’s pretty common knowledge that when you refer to a runtime resource in your game, you don’t do it by string. At least not directly. The string gets transformed into a hash key using some fancy hashing function that the systems guy read about on the internet, and the key is used […]. Read more ». Pretty Fast Random Floats on PS3. February 2, 2012. Read more ». Random Thoughts on Random Numbers. May 26, 2011. Read more ».

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Aurora: Home

201010.11: Visual Studio 2010 is here. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.12. Visual Studio 2010 is upon us. Actually it has been for a while now, but this is the first time I've started to use it. Here are some of the impressions I've had. 201010.11: Aurora v2.0 Blog. Written by Jim Tilander on 2010.10.11. Last updated 2010.10.13. 201006.01: Undoing the effects of editing your entire repository. Written by Jim Tilander on 2010.06.01. Last updated 2010.06.01. Here are some of mine.

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Mot de passe :. J'ai oublié mon mot de passe. Plus d'actions ▼. S'abonner à mon blog. Salut essite po à me tckect. Création : 26/08/2010 à 11:34. Mise à jour : 09/06/2015 à 12:26. Aaron's Party ( Antioch Twerking Bay Area Dipping - Yiking ). Ajouter cette vidéo à mon blog. L'auteur de ce blog n'accepte que les commentaires de ses amis. Tu n'es pas identifié. Clique ici pour poster un commentaire en étant identifié avec ton compte Skyrock. Posté le mardi 18 juin 2013 13:23. Ajouter cette vidéo à mon blog.