Math for Game Programmers 05 – Vector Cheat Sheet
This is the long due fifth article in this series. If you aren’t comfortable with vectors, you might want to take a look at the first four articles in this series before: Introduction, Vectors 101, Geometrical Representation of Vectors, Operations on Vectors. This cheat sheet will list several common geometrical problems found in games, and […]
Best of Game Development Videos and Presentations
Here’s a list of my favourite videos and presentations on several subjects related to game development. I strongly recommend every single video listed below, at least those that match your area of expertise. If you can think of any good videos that I missed, please leave a link on the comments. I will update the […]
Multi-thread OpenGL texture loading
Those who have used OpenGL are probably aware that you can only invoke OpenGL procedures for a given context on the thread that currently owns it – usually, the main thread. This leads many programmers to assume that OpenGL is strictly single-threaded, and that no loading can be done on the background, inside some loader […]
If programming languages were religions…
I originally wrote this article in December 15, 2008, and posted it on the Aegisub blog. I’m re-posting it here for archival purposes. — “If programming languages were religions” (Inspired by “If programming languages were cars“) C would be Judaism – it’s old and restrictive, but most of the world is familiar with its laws and […]
Understanding the Game Main Loop
Video games are simply ordinary software – there’s nothing intrinsically special about them. However, they SEEM to behave in a very different way from your ordinary everyday applications – so much that many experienced programmers are at a complete loss when faced with the task of developing a game from scratch. This difference is mostly […]