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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!
2012-10-14

Today we heard a very sad news that our friend, contributor and philosophical advisor Uriel has passed away peacefully. We will miss him a lot.
RIP
Quake 3Source Code Review
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Since I had one week before my next contract I decided to finish my "cycle of id". After Doom, Doom Iphone, Quake1, Quake2, Wolfenstein iPhone and Doom3 I decided to read the last codebase I did not review yet:
idTech3 the 3D engine that powers Quake III and Quake Live.
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Oculus RIFT development
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Virtual Reality headsets have been consistently disappointing for several decades. Three reasons come to mind in order to explain this state of things:
The hardware is expensive: The latest Sony HMZ-T1 is 799$.
The hardware is not good enough: The motion sensor, screen latency and screen limited Field of View are unable to provide a feeling of immersion.
The software is non-existent: No major studio has ever supported VR Headsets.
...
Doom3 Source Code Review
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On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey,
Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to look at the game internal mechanisms/port the engine on other platforms.
I also jumped on it and promptly completed the Mac OS X Intel version which John Carmack kindly advertised.
In...