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design. prog. dump.

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(no subject) [Mar. 7th, 2008|12:23 am]
design. prog. dump.

mad_and_crazy
Loot from the GDC:

Naughty Dog's Talks (including some very interesting technology stuff.)

Bungie's Talks (I don't know who the guys are who did their lightmapping technology, but that is hard core...)
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Free Internationalization Source Code [Jan. 26th, 2008|06:02 pm]
design. prog. dump.

mad_and_crazy
Via Jon Blow: code to handle .mo files for internationalization.
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(no subject) [Jan. 1st, 2008|03:41 am]
design. prog. dump.

mad_and_crazy
I haven't posted anything here in awhile, so here's a links dump.

Coherant stylized silhouettes. I think that a lot of NPR renderers miss this interesting idea - having painterly silhouettes, such as cacti with spikes or hair on a teddy bear, and then having it behave in a "coherant" manner under rotation and translation. I would be happy if I could believe that this extended well to video games, but it's a good example of a problem that somebody, somewhere, should tackle.

Variance Shadow Maps - a.k.a. a really cool application of the theory of probability and statistics (specifically: random variables.)

Interacting with the Windows clipboard. Something that I have been told off about in my own work is that my applications (i.e. my in-game text editor) don't behave in a manner that is entirely consistent with the operating system that they run under. In this particular case, the bitching is coming from egometry who is invited to justify *why* this is important in a comment to this post. I guess this is one of those things that a lot of people just don't take the time to do right.

Charles Bloom notes:

I think one of the big mistakes people in game dev make is they put their best programmers on core engine technology, like rendering or networking, etc. Yes, that stuff is important, but once it's reasonably good, the user can't really feel the difference between good and great renderer programming. On the other hand, things like controls, camera, motion, input, latency, animation, these things provide direct feedback to the play experience, and even small improvements can make a big difference in the sensation of quality. Those are the things that really make a game feel polished and good, that make it like a Nintendo or Naughty Dog game - clean, responsive, pleasant to interface with.

Engine coding is fun because the technology is challenging, the algorithms are interesting. It's frustrating because an engine in itself doesn't show up on the screen - you need people to use it well, which rarely happens. Gameplay coding is fun because you can do features all alone and get cool results in the actual game. Gameplay coding is frustrating because you do 3 features that are cut for every 1 that's used, and you have to spend tons of time polishing silly little features and eventualities that the player will never notice.
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Taking Stock [Aug. 19th, 2007|04:22 am]
design. prog. dump.

mad_and_crazy
We seem to have accumulated members. I have no idea why, since I rarely update this; I suppose I should start now. Accordingly, here's some cool stuff you might not have seen before:

Variance Shadow Maps (or: the second major application of statistics to computer graphics. The first, of course, is Monte Carlo integration.)

GNU GTS - the GNU Triangulated Surface library. Useful for doing CSG in your editor on the cheap, which is what I'm gonna use it for.

A small arena allocator (courtesy of nothings)

Out of curiosity, what percentage of the people reading this are designers and what percentage are programmers? What percentage are both?
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Ex-Piranha Games guy makes good [Nov. 28th, 2006|01:37 am]
design. prog. dump.

mad_and_crazy
Turns out this guy that I used to work with, back in the bad old days? Well, he won an Emmy.

Huh.

Small world.
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(no subject) [Apr. 13th, 2006|02:08 pm]
design. prog. dump.

mad_and_crazy
A beautiful tutorial (in Japanese, alas) on pixel art.
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Physicist's Algorithm solves optimization problems, plays Sudoku [Mar. 9th, 2006|01:33 am]
design. prog. dump.

mad_and_crazy
Does anybody know anything more about this? Particularily of interest is the fact that Sudoku is NP-hard, so this likely has applications to every other NP-hard problem. (Graph colouring == yay!)

The Wikipedia Article on Sudoku is surprisingly interesting as well.
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(no subject) [Feb. 26th, 2006|11:08 pm]
design. prog. dump.

mad_and_crazy
TES: Oblivion gets 'honest' preview from Wired Magazine; drooling fanboys kill him and have mutual hategasm over his corpse for telling it like it is.

(and... okay, if it *does* have these problems then I feel a lot better about my code.)
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(no subject) [Feb. 24th, 2006|10:30 am]
design. prog. dump.

mad_and_crazy
GarageGames Wierdness, part XVIII: ex-cult follower decides to get out of the cult, goes to hell, starts drinking the GG Kool-Aid. This is mainly here because it's just so wierd and random as opposed to anything more concrete.
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(no subject) [Feb. 11th, 2006|12:27 am]
design. prog. dump.

mad_and_crazy
Ben Garney, GG's Torque Technology Director Person, has a blog: http://www.coderhump.com/

... what a brilliant name. I'm also surprised to see that he's, well, younger than me. Holy shit, I'm getting old.
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