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Meandering thoughts of an Addicted Games Programmer

Meandering thoughts of an Addicted Games Programmer. Friday, July 22, 2011. What is an "Engineer Architect". A question that i get asked rather a lot is "What is an Engineer Architect". A person who designs, builds, or maintains engines, machines, or public works. Computer science) the structure and organization of a computer's hardware or system software) "the architecture of a computer's system software". This basically translates to the same thing all engineers do:. Decide what to implement. Multi-thr...

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Meandering thoughts of an Addicted Games Programmer | andyfirth.blogspot.com Reviews
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Meandering thoughts of an Addicted Games Programmer. Friday, July 22, 2011. What is an Engineer Architect. A question that i get asked rather a lot is What is an Engineer Architect. A person who designs, builds, or maintains engines, machines, or public works. Computer science) the structure and organization of a computer's hardware or system software) the architecture of a computer's system software. This basically translates to the same thing all engineers do:. Decide what to implement. Multi-thr...
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1 en·gi·neer
2 noun /ˌenjəˈni ə r/
3 ar·chi·tect
4 noun /ˈärkiˌtekt/
5 analyze the problem
6 analyze the solutions
7 implement
8 test/bug fix
9 profile/sanitize
10 repeat until satisfied
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Page content here
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en·gi·neer,noun /ˌenjəˈni ə r/,ar·chi·tect,noun /ˈärkiˌtekt/,analyze the problem,analyze the solutions,implement,test/bug fix,profile/sanitize,repeat until satisfied,managing external teams,auditioning middleware,memory allocation,file system,math library
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Meandering thoughts of an Addicted Games Programmer | andyfirth.blogspot.com Reviews

https://andyfirth.blogspot.com

Meandering thoughts of an Addicted Games Programmer. Friday, July 22, 2011. What is an "Engineer Architect". A question that i get asked rather a lot is "What is an Engineer Architect". A person who designs, builds, or maintains engines, machines, or public works. Computer science) the structure and organization of a computer's hardware or system software) "the architecture of a computer's system software". This basically translates to the same thing all engineers do:. Decide what to implement. Multi-thr...

INTERNAL PAGES

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Meandering thoughts of an Addicted Games Programmer: 11/01/2009 - 12/01/2009

http://andyfirth.blogspot.com/2009_11_01_archive.html

Meandering thoughts of an Addicted Games Programmer. Thursday, November 19, 2009. Becoming a programmer - thinking algorithmically. Duped from a post i made on www.thechaosengine.com an industry only forum]. Last time I taught someone how to think algorithmically I asked them. what is a seemingly simply task . that you do ALL the time. They chose - make a cup of tea. To a fresh cup in hand. Took about 20 iterations to get it right but each time they got better. Links to this post. Visitor IP Address City.

2

Meandering thoughts of an Addicted Games Programmer: Writing a "Pre-Main" function - Forcing Global Initialization order within VC++

http://andyfirth.blogspot.com/2011/07/writing-pre-main-function-forcing.html

Meandering thoughts of an Addicted Games Programmer. Thursday, July 7, 2011. Writing a "Pre-Main" function - Forcing Global Initialization order within VC. Without simply knowing that the manager will initialize first there really isn't a "Good" solution tho there are several lazy initialization techniques. So here's where things get "fun" and by "fun" i mean, people look at the code and get confused looks on their face. The key to the code is. Pragma init seg(.). The crux of it however is we are naming ...

3

Meandering thoughts of an Addicted Games Programmer: Becoming a Console Programmer : Extending The Watch Window (debugger addin)

http://andyfirth.blogspot.com/2011/05/becoming-console-programmer-extending_22.html

Meandering thoughts of an Addicted Games Programmer. Sunday, May 22, 2011. Becoming a Console Programmer : Extending The Watch Window (debugger addin). So previously we established how to use autoexp.dat for simple format changes. And how to use a DLL. To achieve those changes. There are major limitations to the DLL approach however in that we cannot access global symbols and thus any system that relies on global state for debug (as many do) cannot be debugged. The Development Tools Environment. This pro...

4

Meandering thoughts of an Addicted Games Programmer: 12/01/2008 - 01/01/2009

http://andyfirth.blogspot.com/2008_12_01_archive.html

Meandering thoughts of an Addicted Games Programmer. Sunday, December 14, 2008. The demise of the "Low Level" programmer. Personally I’ve always been interested in what was going on under the hood so this suited me just fine. I always dug into the details and I almost always end up programming as close to the bone ON the hardware (or OS) as I possibly can both to eek out as much performance as possible AND to satisfy my own hunger for knowledge. Http:/ users.tkk.fi/jhi/infnan.html. Fixed point math is mi...

5

Meandering thoughts of an Addicted Games Programmer: 08/01/2010 - 09/01/2010

http://andyfirth.blogspot.com/2010_08_01_archive.html

Meandering thoughts of an Addicted Games Programmer. Saturday, August 7, 2010. Static assert with a "real" message. Static asserts are important for many reasons and are heavily used in most large codebases esp when said codebase has many target environments. They inform the programmer when an assumption fails at compile time allowing for the runtime code to avoid expensive verification. Define COMPILE ASSERT(x) extern int dummy[(int)x]. Which is typically used as. Now consider the form. Which is a much ...

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Programming « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/programming

Archive For The “Programming” Category. July 12, 2013. At this point it’s pretty common knowledge that when you refer to a runtime resource in your game, you don’t do it by string. At least not directly. The string gets transformed into a hash key using some fancy hashing function that the systems guy read about on the internet, and the key is used […]. Read more ». July 9, 2013. Read more ». July 10, 2012. Read more ». June 15, 2012. So it’s been a long time since I posted anything, relevant or ot...

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Endian Swapping « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2013/07/endian-swapping

July 9, 2013. Wow, so it’s been almost a year since I posted anything. I better remember how to use this blog thing. So for a simple ease-back-in sort of post, I want to talk about endian swapping. Rather than going into detail on this, I’ll just link you to my favorite place on the internet; wikipedia. Often there are many functions, like so:. Generally, you’ll have a function for each sized type that you can swap. Maybe you stick these in some sort of ByteSwapper class so that you can check t...But the...

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About « Irrelevant Conclusion

http://www.irrelevantconclusion.com/about

You have reached the personal web site of Graeme Murray. This is where I write stuff about game programming. Sometimes I might write other stuff too. If you wonder if I’m at all qualified to write stuff about game programming, see below and make your own judgement call. If you wish to contact me feel free to use the usual channels, guess my blog email (hint, it isn’t hard), or use the form below. Send a copy of this email to yourself. On Best Fit, Worst Fit. On STL Allocators Explained.

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Irrelevant Conclusion

http://www.irrelevantconclusion.com/page/2

June 15, 2012. So it’s been a long time since I posted anything, relevant or otherwise. For various reasons, I’m still sans-computer… sorta. While it’s true that I’m still writing this on an iPad with a fantastic 3G internet connection, I actually have access to a crappy old MacBook with horrible, horrible Xcode on it. And no internet. If you were implementing an allocator to be used with STL containers, it would start out something like this:. What’s so interesting, you ask? Template typename Type t, ty...

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Weighing in on Ouya « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2012/08/weighing-in-on-ouya

Weighing in on Ouya. August 28, 2012. There’s been obviously a lot of opinions flying around the Internet regarding the latest home-game-console-to-be, the Ouya. Everyone from Penny Arcade. Have taken notice of this little Kickstarter darling and attempted to point out why it will be the new Nintendo or end up the next Phantom. I want to start by saying that if you are a console developer, or want to be, you. But you get it forever. I think this argument is the result of uninformed paranoia. Really, ...

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STL Allocators Explained « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2012/06/stl-allocators-explained

June 15, 2012. So it’s been a long time since I posted anything, relevant or otherwise. For various reasons, I’m still sans-computer… sorta. While it’s true that I’m still writing this on an iPad with a fantastic 3G internet connection, I actually have access to a crappy old MacBook with horrible, horrible Xcode on it. And no internet. If you were implementing an allocator to be used with STL containers, it would start out something like this:. What’s so interesting, you ask? Template typename Type t, ty...

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Rants « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/rants

Archive For The “Rants” Category. Humble Indie Bundle #3. August 9, 2011. So it seems that the Humble Indie Bundle is doing its third round to sell a bunch of really good games in their “pay what you want” fashion. I always seem to learn about these things a day too late, but managed to finally get on board this year (today, in fact.) If you’re that […]. Read more ». Designing Flat Data Formats. July 30, 2011. Read more ». C Memory Management Sucks. July 13, 2011. Read more ». On Best Fit, Worst Fit.

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Irrelevant « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/irrelevant

Archive For The “Irrelevant” Category. Weighing in on Ouya. August 28, 2012. There’s been obviously a lot of opinions flying around the Internet regarding the latest home-game-console-to-be, the Ouya. Everyone from Penny Arcade to Forbes have taken notice of this little Kickstarter darling and attempted to point out why it will be the new Nintendo or end up the next Phantom. Since I’ve never been one to […]. Read more ». June 19, 2012. McDonald’s Italian Tomato Denny’s もうありますか 教えてください。 Read more ». Hence...

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Graeme « Irrelevant Conclusion

http://www.irrelevantconclusion.com/author/Graeme

July 12, 2013. At this point it’s pretty common knowledge that when you refer to a runtime resource in your game, you don’t do it by string. At least not directly. The string gets transformed into a hash key using some fancy hashing function that the systems guy read about on the internet, and the key is used […]. Read more ». July 9, 2013. Read more ». Weighing in on Ouya. August 28, 2012. Read more ». July 10, 2012. Asserts are a brilliant paradigm for catching errors at run-time in your code. Wher...

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Meandering thoughts of an Addicted Games Programmer

Meandering thoughts of an Addicted Games Programmer. Friday, July 22, 2011. What is an "Engineer Architect". A question that i get asked rather a lot is "What is an Engineer Architect". A person who designs, builds, or maintains engines, machines, or public works. Computer science) the structure and organization of a computer's hardware or system software) "the architecture of a computer's system software". This basically translates to the same thing all engineers do:. Decide what to implement. Multi-thr...

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