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Reverse Engineer Strike Commander
Back in the early 90s, one company was on the bleeding edge of PC gaming: Origin Systems. Their motto was "We Create Words" and boy did they deliver: With the Ultima series, Crusader series and Wing Commander series, they consistently took gamer's breath away.
One of them took four years and more than a million man hours to complete: Strike Commander. The famous flight simulator had its own 3D engine called RealSpace which pioneered many of what we take for granted today: Texture Mapping, Gouraud Shading, Level of Details and Dithered colors.
My old dream was to play the game with...
The best Tech books
To be a good Software Engineer can mean different things depending on what one is trying to achieve. But if you are after any kind of performances, to use the best algorithms is not enough: you must have a solid knowledge of the specific stack your program is relying on. .
I have gathered here the few books I consider to be masterpiece in order to master most stacks. Two for each level.
More...
Duke Nukem 3D Code Review
Since I left my job at Amazon I have spent a lot of time reading great source code. Having exhausted the insanely good idSoftware pool, the next thing to read was one of the greatest game of all time : Duke Nukem 3D and the engine powering it named "Build".
It turned out to be a difficult experience: The engine delivered great value and ranked high in terms of speed, stability and memory consumption but my enthousiasm met a source code controversial in terms of organization, best practices and comments/documentation. This reading session taught me a lot about code legacy...
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Towards the end of 2012
Hi folks! Obviously I don't manage to update this blog more than a few times a year. I must confess that – for smaller status messages – I find Facebook and Twitter working quite well. So if you want to stay in touch a bit more, hop over to my page @ Michael Lauer or follow my Tweets @ DrMickeyLauer. The biggest tasks this year was getting Lara Marie to sleep well and buying a house, both which we finished successfully. Right now we have a hole in the ground, but it's supposed to be finished by October 2013. I'm...
Game timers: Issues and solutions
When I started game programming I ran into an issue common to most aspiring game developers: The naive infinite loop resulted in many problems (among then difficulties to record a game session properly) that led the game design to feature convoluted and confusing "fixes" ./>
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Since I came up with a simple solution in my last engine (SHMUP: An iOS / Android / MacOS X / Windows Shoot'em Up) I wanted to share it here:/>
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Maybe it will save a few hours to someone :) !/>
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2012-11-29
We are glad to announce the switch to git from mercurial in all of our repositories. You can find them at git.suckless.org Many thanks to 20h for his contribution!