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Category Archives: Gamedev
Safe Scope-Based Instrumented Profiler
This post is part of my Game Programming Series. Let’s say we have an interface for an instrumented profiling library that looks like this: The argument you pass to BeginBlock is a custom block name for you to identify the … Continue reading
Posted in C/C++, Gamedev
2 Comments
到目前為止的Naughty Dog生活
本文屬於My Career系列文 Here is the original English post. 本文之英文原文在此
Posted in Gamedev
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My Life at Naughty Dog So Far
This post is part of My Career Series. 本文之中文翻譯在此 Disclaimer: Opinions expressed in this post are my own and does not represent Naughty Dog in any way. Edit: Thank you for all your concern. I already ran this post through … Continue reading
Scope-Based Resource Management (RAII)
This post is part of my Game Programming Series. It has been 4 months since I graduated from DigiPen and started working at Naughty Dog as a Game Programmer. Since then, I have been too lazy to write anything big … Continue reading
Posted in C/C++, Design Patterns, Gamedev
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Game Math: Interpolating Quaternions with Circular Blending
This post is part of my Game Math Series. While processing data for skeletal animations, we are usually faced with a series of discrete samples of positions and orientations. The positional samples are typically stored as a series of 3D … Continue reading
Posted in Gamedev, Math
2 Comments
Game Math: Quaternion Implementations
This post is part of my Game Math Series. I have covered the basics of quaternions. In this post, I will show some examples of quaternion implementations. The Interface We want our quaternion class to handle basic arithmetics (addition, subtraction, … Continue reading
Posted in Gamedev, Math
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Game Math: Quaternion Basics
This post is part of my Game Math Series. A quaternion is a very useful mathematical object devised by Sir William Rowan Hamilton as an extension to complex numbers. It is often used to compactly represent 3D orientations with just … Continue reading
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
Game Math: Faster Re-Normalization of Unit Vectors.
This post is part of my Game Math Series. I first saw this technique in an article, Hacking Quaternions, written by Jonathan Blow (author of Braid). To normalize a vector, you divide its individual components by its length. The bottle … Continue reading
Posted in Gamedev, Math
4 Comments
Game Math: Faster Sine & Cosine with Polynomial Curves
This post is part of my Game Math Series. We have seen how to approximate a function using polynomials in this post. A good candidate for polynomial approximation would be the sine function, for it is used a lot in … Continue reading
Posted in Gamedev, Math
7 Comments