Jul 9, 2014

Procedural Content Generation in Games

This book gives an introduction to the field of Procedural Content Generation for Games (PCG): the automatic or computer-assisted generation of game content such as levels, landscapes, items, rules, quests etc.

Jul 7, 2014

Taming the Mammoth: Why You Should Stop Caring What Other People Think - Wait But Why

Taming the Mammoth

  • Examine Yourself
    • Get to know your Authentic Voice
    • Figure out where the mammoth is hiding
    • Decide where the mammoth needs to be ousted
  • Gather Courage by Internalizing that the Mammoth Has a Low IQ
    • The mammoth’s fears are totally irrational
    • The mammoth’s efforts are counterproductive
  • Start Being Yourself

Almost nothing you’re socially scared of is actually scary.

Jul 5, 2014

Михаил Бабич: Как перерасти прокрастинацию

  1. Начни соблюдать режим
  2. Выработай свою утреннюю рутину
  3. Не доверяй будущему себе …
Jun 16, 2014
Jun 12, 2014
May 26, 2014
May 21, 2014

[iOS] facebook pop - animation engine

Pop is an extensible animation engine for iOS and OS X.

May 5, 2014
May 1, 2014
Apr 27, 2014

Game Programming Patterns

Table of Contents

  • Introduction ** Architecture, Performance, and Games
  • Design Patterns Revisited ** Command ** Flyweight ** Observer ** Prototype ** Singleton ** State
  • Sequencing Patterns ** Double Buffer ** Game Loop ** Update Method
  • Behavioral Patterns ** Bytecode ** Subclass Sandbox ** Type Object
  • Decoupling Patterns ** Component ** Event Queue ** Service Locator
  • Optimization Patterns ** Data Locality ** Dirty Flag ** Object Pool ** Spatial Partition
Navigate
« To the past Page 1 of 35
About