[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…
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…
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/
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/
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.
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.
instruction cache info
some links to info about the instruction cache....
http://en.wikipedia.org/wiki/CPU_cache
http://en.wikipedia.org/wiki/Locality_of_reference
http://cseweb.ucsd.edu/classes/fa10/cse240a/pdf/08/CSE240A-MBT-L15-Cache.ppt.pdf
http://www.eetimes.com/document.asp?doc_id=1275470
http://ww…
some links to info about the instruction cache....
http://en.wikipedia.org/wiki/CPU_cache
http://en.wikipedia.org/wiki/Locality_of_reference
http://cseweb.ucsd.edu/classes/fa10/cse240a/pdf/08/CSE240A-MBT-L15-Cache.ppt.pdf
http://www.eetimes.com/document.asp?doc_id=1275470
http://ww…
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…
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…
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…
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…
[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…
[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…
[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[/…
[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[/…
[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…
[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(…
[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(…
[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…
The sad thing is the part about 97% downloading the crack instead of buying.
http://www.develop-online.net/news/44003/Dev-stings-pira…
[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,…
[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,…
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)…
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)…
[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…
[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…
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