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Programming « Irrelevant Conclusion
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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...
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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...
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About « Irrelevant Conclusion
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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.
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Irrelevant Conclusion
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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...
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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...
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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.
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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...
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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...
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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...
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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 ».