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Accessing Allocated Memory As noted above, we DID want to access allocated memory; for our test, we did it as writing the whole block right after the allocation (using memset()) – and reading it right before deallocation. It is a bare minimum of the accesses we could imagine for the real-world (hey, if we did want to allocate, probably we did want to write something there?). Compensation Mechanism
Another way of approaching the same question is to say that “hey, I’m calling virtual function once per piece of code which is like 10000 cycles, so virtualisation won’t eat more than 1% of the program time” – but you still need some kind of way to see an order of magnitude for the related costs – and the diagram above will still come in handy 🙁 . Preliminaries aside, let’s take a closer look at
This Chapter is more oriented towards those developers who are coming from radically different fields such as, for example, webdev or business app development (and yes, the switch from webdev into gamedev does happen). Rendering 2D Using 3D Engine Why 3D Rendering is Important for 2D? “Why do things using a 3D engine, when we can do the same using simpler - and more cross-platform - methods?After
There are quite a few common wisdoms when it comes to C++ and games. As it always the case when facing a bunch of common wisdoms, some of them have their merits, some are obsolete-beyond-belief, and some are just taken from a very different context and are not really applicable. Let’s take a look at the most popular ones. “No C++, just plain C” – not for app-level programming There is a school whi
[[This is Chapter 16(a) from “beta” Volume V of the upcoming book “Development&Deployment of Multiplayer Online Games”, which is currently being beta-tested. Beta-testing is intended to improve the quality of the book, and provides free e-copy of the “release” book to those who help with improving; for further details see “Book Beta Testing“. All the content published during Beta Testing, is subje
[[This is Chapter 13(c) from “beta” Volume IV of the upcoming book “Development&Deployment of Multiplayer Online Games”, which is currently being beta-tested. Beta-testing is intended to improve the quality of the book, and provides free e-copy of the “release” book to those who help with improving; for further details see “Book Beta Testing“. All the content published during Beta Testing, is subj
[rabbit_ddmog vol=”3″ chap=”Chapter 9(a) from “beta” Volume III”] After drawing all that nice client-side QnFSM-based diagrams, we need to describe our server architecture. The very first thing we need to do is to start thinking in terms of “how we’re going to deploy our servers, when our game is ready?” Yes, I really mean it – architecture starts not in terms of classes, and for the server-side –
[[This is a Table of Contents (and also “About” and “Scope” sections) from the upcoming book, which is currently being beta-tested. For details of this Beta Testing, please refer to the post on it. All the content published during Beta Testing, is subject to change before the book is published.]] UPDATE: the book has grew soooo large that we decided to split it into 9 volumes (about 300 pages each
Over the course of the last 10 years there is a strong trend for more and more games becoming substantially network ones. While adding network support to a game opens a whole world of challenges, my recent experience (both as a player and as a consultant) has shown that way too many game developers out there violate the very basic principles of reasonably good network application. It can usually b
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