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Writings on game tech and design. April 7, 2014. Part of the reason for starting this project was not just for my own learning experience, but also to try out certain features that I haven’t seen in custom engines I’ve worked with. We’ve used reflection and serialization before, but I was particularly inspired by this post by Jonathan Blow (creator of Braid). In it he details their serialization system,…. Read more →. April 3, 2014. Read more →. Game Analytics in C. March 20, 2013. Read more →.

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Writings on game tech and design. April 7, 2014. Part of the reason for starting this project was not just for my own learning experience, but also to try out certain features that I haven’t seen in custom engines I’ve worked with. We’ve used reflection and serialization before, but I was particularly inspired by this post by Jonathan Blow (creator of Braid). In it he details their serialization system,…. Read more →. April 3, 2014. Read more →. Game Analytics in C. March 20, 2013. Read more →.
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https://blog.jasonericson.net

Writings on game tech and design. April 7, 2014. Part of the reason for starting this project was not just for my own learning experience, but also to try out certain features that I haven’t seen in custom engines I’ve worked with. We’ve used reflection and serialization before, but I was particularly inspired by this post by Jonathan Blow (creator of Braid). In it he details their serialization system,…. Read more →. April 3, 2014. Read more →. Game Analytics in C. March 20, 2013. Read more →.

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Programming | Home

http://blog.jasonericson.net/category/programming

Writings on game tech and design. April 7, 2014. Part of the reason for starting this project was not just for my own learning experience, but also to try out certain features that I haven’t seen in custom engines I’ve worked with. We’ve used reflection and serialization before, but I was particularly inspired by this post by Jonathan Blow (creator of Braid). In it he details their serialization system,…. Read more →. April 3, 2014. Read more →. Game Analytics in C. March 20, 2013. Read more →.

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Game Analytics in C++ | Home

http://blog.jasonericson.net/2013/03/20/game-analytics-in-c

Writings on game tech and design. Game Analytics in C. March 20, 2013. There was a pretty dumb typo in Logger.cpp that was causing stack corruption and other fun things I didn’t catch until I ran in Debug mode. It’s fixed now. Finally I discovered GameAnalytics.com. First, I highly recommend you check out GameAnalytics.com. And get a feel for the system, and the features they offer. Here’s an overview. I did my best to bombard it with comments, so hopefully you can read through the source code and get a ...

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Game Engine: Reflection/Properties | Home

http://blog.jasonericson.net/2014/04/07/game-engine-reflectionproperties

Writings on game tech and design. April 7, 2014. Part of the reason for starting this project. Was not just for my own learning experience, but also to try out certain features that I haven’t seen in custom engines I’ve worked with. We’ve used reflection and serialization before, but I was particularly inspired by this post. For right now, I simply need some sort of class to build a property system on. So far so good. m ptr is a pointer to whatever variable I want to attach the property to, and Get a...

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Game Engine: Intro | Home

http://blog.jasonericson.net/2014/04/03/game-engine-intro

Writings on game tech and design. April 3, 2014. One of the many great qualities of getting an education at DigiPen is that they insist on us creating games in our own custom game engines. It might be easier to make a game in something like Unity, but understanding how a game works from the ground up is invaluable knowledge. The team I worked on. If you’d like to keep up with my source code, I’ll be updating it regularly here: https:/ bitbucket.org/jasonericson/the-jason-engine. Larr; Game Analytics in C.

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The Jason Engine | Home

http://blog.jasonericson.net/category/the-jason-engine

Writings on game tech and design. April 7, 2014. Part of the reason for starting this project was not just for my own learning experience, but also to try out certain features that I haven’t seen in custom engines I’ve worked with. We’ve used reflection and serialization before, but I was particularly inspired by this post by Jonathan Blow (creator of Braid). In it he details their serialization system,…. Read more →. April 3, 2014. Read more →. Designed by bavotasan.com.

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Writings on game tech and design. April 7, 2014. Part of the reason for starting this project was not just for my own learning experience, but also to try out certain features that I haven’t seen in custom engines I’ve worked with. We’ve used reflection and serialization before, but I was particularly inspired by this post by Jonathan Blow (creator of Braid). In it he details their serialization system,…. Read more →. April 3, 2014. Read more →. Game Analytics in C. March 20, 2013. Read more →.

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