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Game Design Patterns: Elements of Reusable Game Software

Posted by Norman Barrows, 07 September 2013 · 584 views
game design patterns
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 of objects in OO languages for specific tasks.

Sounds...


A checklist for adding a new variable to a program

Posted by Norman Barrows, 05 September 2013 · 409 views

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 implementing variables. So much time, that i have...



handling lost devices

Posted by Norman Barrows, 04 September 2013 · 294 views

DX9 Lost Device Example

I decided to implement Alt-tab in my project, and went looking for info on handling
lost devices. The DirectX docs were their usual disappointment. Eventually a serach
of Gamedev and the Web found all the bits an pieces needed, but not in one place.
So I decided to post what I'd found for use by others....


Some info on SPU's

Posted by Norman Barrows, 04 September 2013 · 268 views

http://uploads.gamedev.net/blog-0233251001366062055.jpg
Some info on SPUs:

SPU Architecture description (includes bus fetch speeds!).
Nice. Anyone who took computer architecture will probably find it interesting, it's one bad ass little chip!
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.61.710&rep=rep1&type=pdf


Wikipedia inf...


top game engines according to moddb.com

Posted by Norman Barrows, 04 September 2013 · 214 views

game engine ratings (with links) according to moddb.com

top rated:
http://www.moddb.com/engines/rated

most popular:
http://www.moddb.com/engines/top


Gamedev Tycoon vs crackers

Posted by Norman Barrows, 04 September 2013 · 284 views

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-pirates-with-anti-piracy-bug


anti-crack info

Posted by Norman Barrows, 04 September 2013 · 317 views

a combo of my own notes, and info down loaded about protecting games from being cracked.

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, "how they do it" info. some is descriptions of various methods implemented in specific AAA titles.


my apologies to all for the une...


Sony Computer Entertainment Europe Research & Development Division Pitfalls of Object Oriented Programming

Posted by Norman Barrows, 04 September 2013 · 167 views

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).

http://research.scee.net/files/presentations/gcapau...






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