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Commentary by Chris Pressey

This work is distributed under a CC-BY-ND-4.0 license, with the following explicit exception: the ratings may be freely used for any purpose with no limitations.

Game Development

Game Engine Architecure (1st Edition)

  • rating: 1

Lots of interesting things about Game Engine Architecture.

Game Engine Architecure (2nd Edition)

  • rating: 0

The same interesting things about Game Engine Architecture, but updated.

Game Programming Patterns

  • rating: 2

I found the writing style somewhat flippant but there are some good program-design observations in it.

unity - how best to structure/manage hundreds of \'in-game\' characters? - Game Development Stack Exchange

  • rating: 1

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Why code reflection became a must in game engines? - Game Development Stack Exchange

  • rating: 1

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How was a demo mode implemented in arcade machines - Retrocomputing Stack Exchange

  • rating: 1

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terminology - What exactly is a softlock? - Arqade

  • rating: 1

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exceptions - When to carry on with a buggy game state versus terminate the process? - Game Development Stack Exchange

  • rating: 1

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javascript - Immutable.js: Data structure to represent 2D game field - Stack Overflow

  • rating: 1

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unity - What is the standard practice for animating motion -- move character or not move character? - Game Development Stack Exchange

  • rating: 1

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deWiTTERS Game Loop -- Koonsolo Games

  • rating: 3

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physics - Fixed timestep game loop, why interpolation - Game Development Stack Exchange

  • rating: 1

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Fix Your Timestep! | Gaffer On Games

  • rating: 1

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Integration Basics | Gaffer On Games

  • rating: 1

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Jamagic: A good idea that faded away - Kartones Blog

  • rating: 1

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3DEL: All engines

  • rating: 1

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Unity - Manual: Order of execution for event functions

  • rating: 0

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XPMCK - Cross Platform Music Compiler Kit

  • rating: 1

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s-macke/VoxelSpace: Terrain rendering algorithm in less than 20 lines of code

  • rating: 3

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