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Category Archives: Game Development
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
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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
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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
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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
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What makes games fun?
It’s an interesting question. A better one, though, might be… what makes play fun? Bet you’ve not made one of these since you were a kid… There’s a lot of psychology being worked on right now on why games are … Continue reading
Posted in Game design, Game Development, Games, psychology, theory
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