Gamedev info

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Washington DC
Info on game developement
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45 entries
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Norman Barrows
November 16, 2014
Another way to fix your timestep
[color=#ff8c00]Another way to fix your timestep:[/color]

the famous article "fix your timestep":

http://gafferongames.com/game-physics/fix-your-timestep/

attempts to address the problem of your simulation not running at the same speed on all PC's:

1. first, variable timestep is used to get the same spe…
7,192 views
Norman Barrows
September 27, 2014
more raypicks! raycast line of sight test
more raypicks! raycast line of sight test

I just posted some code to my Caveman journal that includes some raycast code for line of sight checks:


https://www.gamedev.net/blog/1730/entry-2260249-new-avian-ai-done-yet-more-raycaster-raypickcode/
1,191 views
Norman Barrows
September 19, 2014
More raypick code!
More raypick code!

I just posted some code in my Caveman journal that includes another example of raypick code:

https://www.gamedev.net/blog/1730/entry-2260114-new-orders-menu-code/

This is actual real world code used in the game.
1,292 views
Norman Barrows
September 11, 2014
Raypick test
Someone asked to see my raypick test code.

Here it is:



D3DXVECTOR3 intersect_point; void calc_intersection(int x,int y){char s[100];D3DXVECTOR3 v,dir,origin, p1,p2, // line p3,p4,p5; // planeD3DXMATRIX m;D3DXPLANE p; v.x = ( ( ( 2.0f * x ) / screen_width ) - 1 ) / …
1,994 views
Norman Barrows
September 08, 2013
Game Design Patterns: Elements of Reusable Game Software
Game Design Patterns: Elements of Reusable Game Software

Patterns. Seems to be all you hear these days, right? What is this pattern? Should i use it? Is this code an example of pattern A or pattern B?

It appears that "Patterns" came about due to the discovery of recurring themes in the organization o…
1,820 views
Norman Barrows
September 06, 2013
A checklist for adding a new variable to a program
A checklist for adding a new variable to a program

We're programmer's. We code. We spend our time implementing stuff - making it do this, or making it do that.

Well, one of the first things we need when beginning the implementation of a new feature is variables.

So we spend a lot of time declaring and…
1,361 views
Norman Barrows
September 05, 2013
code refactoring and other best practices: interesting links
[font=arial][color=rgb(40,40,40)][background=rgb(250,251,252)]The following article on code refactoring: [/background][/color]

[color=rgb(40,40,40)][background=rgb(250,251,252)]https://www.gamedev.net/page/resources/_/technical/game-programming/evolve-your-hierarchy-refactoring-game-entities-with-co…
1,324 views
Norman Barrows
September 05, 2013
handling lost devices
[color=rgb(40,40,40)][font=arial][font=helvetica][background=rgb(250,251,252)]DX9 Lost Device Example[/background][/font][/font][/color]

[color=rgb(40,40,40)][font=arial][font=helvetica][background=rgb(250,251,252)]I decided to implement Alt-tab in my project, and went looking for info on handling[/…
1,318 views
Norman Barrows
September 05, 2013
Some info on SPU's

[color=rgb(40,40,40)][font=arial]Some info on SPUs:[/font][/color]

[color=rgb(40,40,40)][font=arial]SPU Architecture description (includes bus fetch speeds!).[/font][/color]
[color=rgb(40,40,40)][font=arial]Nice. Anyone who took computer architecture will probably find it interesting, it's one bad as…
1,504 views
Norman Barrows
September 05, 2013
top game engines according to moddb.com
[color=rgb(40,40,40)][font=arial]game engine ratings (with links) according to moddb.com[/font][/color]

[color=rgb(40,40,40)][font=arial]top rated:[/font][/color]
http://www.moddb.com/engines/rated

[color=rgb(40,40,40)][font=arial]most popular:[/font][/color]
http://www.moddb.com/engines/top[color=rgb(…
1,026 views
Norman Barrows
September 05, 2013
Gamedev Tycoon vs crackers
[font=arial][color=rgb(40,40,40)]An interesting article about the game Gamedev Tycoon, and what the development team did as a pre-emptive strike against game crackers.

The sad thing is the part about 97% downloading the crack instead of buying.

http://www.develop-online.net/news/44003/Dev-stings-pira…
1,158 views
Norman Barrows
September 05, 2013
anti-crack info
[color=rgb(40,40,40)][font=arial]a combo of my own notes, and info down loaded about protecting games from being cracked.[/font][/color]

[color=rgb(40,40,40)][font=arial]some of this is stuff i've learned over the years. some is lists of tips posted online. some is actual "how-to" or more precisely,…
2,301 views
Norman Barrows
September 05, 2013
Sony Computer Entertainment Europe Research & Development Division Pitfalls of Object Oriented Programming
an interesting read.

as can be seen from the article, the traditional c++/oo way of organizing code can be inefficient, depending on implementation.

in the article, they refactor into a more component type architecture (arrays of component types vs object components contained in the object instances)…
996 views
Norman Barrows
September 05, 2013
info about caches, memory, and cache optimization
[color=rgb(40,40,40)][font=arial]links to info about caches, memory, and cache optimization.[/font][/color]

[color=rgb(40,40,40)][font=arial]gallery of processor cache effects[/font][/color]
http://igoro.com/archive/gallery-of-processor-cache-effects/

[color=rgb(40,40,40)][font=arial]be nice to your c…
1,098 views
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