Category Archives: Programming

My Recommended Book List to Game Devs

Here’s a list of books I have read that I recommend to to game devs. I’ve divided the books into several categories: computer science, math & graphics, physics, and procedural animation. I intentionally did not include any “gem” or “pearl” … Continue reading

Posted in Design Patterns, Gamedev, Math, Physics, Programming | 9 Comments

Intrusively Linked Lists with Safe Link Destruction

This post is part of my Game Programming Series. My current game project at DigiPen greatly benefits from “smart” intrusively linked lists that support multiple links per object and automatic link removal from lists upon destruction. My implementation was inspired … Continue reading

Posted in C/C++, Gamedev | 5 Comments

Bending Solid Geometry in Planetary Annihilation

This post is part of My Career Series. Two months ago, I started my internship at Uber Entertainment to work on Planetary Annihilation, which is currently in closed Alpha (you can still purchase Early Alpha Access into the game through … Continue reading

Posted in Gamedev, Math, Programming | 20 Comments

Memory Management part 3 of 3: STL-Compatible Allocators

This post is part of my Memory Management Series. In part 1 and part 2 of this series, I showed how to implement a fix-sized memory allocator and a C-style interface. Part 3 will demonstrate how to make an allocator … Continue reading

Posted in C/C++, Gamedev | 1 Comment

Memory Management part 2 of 3: C-Style Interface

This post is part of my Memory Management Series. In part 1 of this series I showed how to implement a memory allocator that allocates fix-sized pages and blocks. Part 2 is going to cover how to implement a C-style … Continue reading

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Memory Management part 1 of 3: The Allocator

This post is part of my Memory Management Series. Why Bother Building Your Own Memory Management System? Memory management is crucial for game development. It is even more important for console game development, since consoles have hard memory limits. Many … Continue reading

Posted in C/C++, Gamedev | 5 Comments

Rusher 2.1 – Using Xbox 360 Controllers

Go to Rusher 2 project homepage Rusher 2 tutorial list Rusher 2 repository (Mercurial client required to checkout) I was excited when I found out about Airxbc. It is a native extension for Adobe AIR that allows AIR applications on … Continue reading

Posted in Gamedev, Rusher | 1 Comment

Action Lists – They Are Cooler than Commands

I have written several articles on how to make use of the commands in game engines in order to manage different multi-frame and asynchronous tasks effectively. From the Game Engine Architecture Club at DigiPen, I learned about action lists, which … Continue reading

Posted in Design Patterns, Gamedev, Rusher | 7 Comments

Rusher 2.1 – Reference Management & Dependency Injection

Go to Rusher 2 project homepageRusher 2 tutorial list Rusher uses SwiftSuspenders for reference management and dependency injection. Reference management refers to the part of the engine that keeps track of all objects (including systems, entities, components, etc.) and exposes … Continue reading

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ActionScript 3.0 Event Listener Delegates

After some research on C++ delegates, I’ve also tried to build delegates in ActionScript 3.0. It’s extremely easy compared to C++, which is not a surprise at all! Conveniently, when you refer to a method through an object reference with … Continue reading

Posted in ActionScript | 3 Comments