-
-
Recent Posts
Archives
Blogroll
Tag Cloud
alzheimer's art arthritis cooking cure fiction film film making Game design Game Development Games Health herpes horror Humor idiocy life me medicine meta music news photos politics programming Project Management psychology rants resyndication review science science fiction screenplay script writing Software Development story Surreal Software technology theory travel trips tv web development work writingRecent Comments…
- Shiri on Stupid Human Tricks Part 1: Measure Your Own White Blood Cell Count
- Bart on CSS Sucks (for layout)
- Ch12i5 on CSS Sucks (for layout)
- Maraka on CSS Sucks (for layout)
- ged foley on A Little Family History
Category Archives: Game Development
$10,000 Is The Magic Number
Hi there, #AltDevBlogADay denizens! I’m Simon Cooke, and this post is all about how to budget your game in preparation for pitching to a studio. How do I know anything about this? Well… Back in 2008 I was incredibly lucky … Continue reading
Posted in business, Game Development, Project Management
Leave a comment
The BipBuffer Rides Again
So a while back, I invented a datastructure I call the Bip-Buffer. It’s a rather neat little thing that if you pump data through it fast enough works pretty much as fast as a true circular buffer. It has a … Continue reading
Posted in computer science, Game Development, Games, me, programming
Leave a comment
New Blog from Jason Weiler (Airtight Games)
My good pal Jason Weiler has posted up his first article on his new blog – Myopic Topics (http://myopictopics.com). This one’s the first part in a series about writing an add-in for Visual Studio’s Evaluation Engine (the bit that tells … Continue reading
Posted in Game Development, programming
Leave a comment
Quick rules for Cache-Friendly Algorithms
Games programming on current architectures require that a certain amount of attention be paid to your algorithms to make sure that they’re cache friendly. It takes a long time for a memory access to be brought back from a page … Continue reading
Posted in algorithms, Game Development, programming
Leave a comment
XNA SpriteBatch Stalling every Second
Public Service Announcement: If you’re doing simple 2D sprite stuff in XNA, and every second or so, the GC is hitching, it’s because of SpriteBatch. Every call to SpriteBatch creates a new object, which eventually needs to be GC’d. This … Continue reading
Posted in Game Development, programming
Leave a comment