Disclosure: On this site you won’t find specific advice on “how to call function xyz()”. Interpreting C++ ARM and #pragma dwim is also out of scope.
We’re treating our readers as intelligent beings who can use Google and/or StackOverflow, where all such specific questions were answered more than once.
What you will find is opinions, more opinions, and even more opinions on all the aspects of software development - and with a large chunk of them based on real-world experience too.
Your mileage may vary. Batteries not included.
Game Graphics 101: Static 2D (Vectors/Rasters, Color Spaces, 2D Anti-Aliasing, etc.)
August 8, 2016 by • “No Bugs” Bunny
Quote:
when trying to scale vector image to VERY small pixel sizes – you might get problems
Another Quote:
Internally, JPEG uses a close cousin of a Fourier Transform, which works over 8x8 pixel blocks.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreGraphics for Games 101. Asset Pipeline
August 2, 2016 by • “No Bugs” Bunny
Quote:
you MUST NOT edit any of intermediate files directly
Another Quote:
How will I implement automation?
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.DevelopmentDevelopment Processes
Read moreKnowledge-Sharing Architects As An Alternative to Coding Architects
July 25, 2016 by • “No Bugs” Bunny
Quote:
Yes, a coding architect might work (and is indeed orders of magnitude better than an architect who has no clue about the code), but a knowledge-sharing architect will generally work better.
Another Quote:
As a nice side effect, the very same knowledge sharing weakens a dependency on the architect (and reducing any dependency on a specific person is a Universally Good Thing™).
Filed under: On.DevelopmentDevelopment PhilosophyDevelopment ProcessesTeam structure
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