Archive for the ‘Articles’ Category
Dear all,
Due to my commitments to my country, I’ve to excuse myself for the next 2 weeks starting from 1st of March.
I’ll only resume posting after the 13th of March. Meanwhile, please feel free to ask me questions by leaving comments. I’ll try my best to answer them when I return.
Seriously, I don’t know how many people have been reading my posts. But for those who has been reading them, I really appreciate your time doing so. Thanks!
Regards,
Jeremy
As a citizen of Singapore, sometimes I can’t help but talk about some of the good and bad things that happen in our daily lives.
So, in this article, I’ll take a step out of IT and games development and talk about driving a vehicle in my own country, Singapore.
Tagline: Driving in Singapore is an art, not a sport.
Find out why… Read the rest of this entry »
This week, I’ll talk about the experiences I have had with source controls and code review that is being done indirectly.
Apart from the obvious problems in software development (which can be sniffed out by various tools that check codes at different levels), there’s also a side of development that isn’t obvious.
That is - design flaws.
So, how does a source control help in sniffing out these design flaws? Let’s find out…
Read the rest of this entry »
Tags: code review indirect
Hi all,
Today I shall continue our discussion on memory management. However, today’s topic will be of a higher-level outlook with a lower-level understanding.
How so?
Read on… Read the rest of this entry »
Tags: pointers smart container reference counting
Hi all,
Today we’ll begin talking about memory management in Java, C# and C++. This article will be focused more on C++’s memory management as in knowing your memory usage and which type of memory is being used at which stage.
Since Java and C# has several differences in the way they handle their memory, this article will only mention specifics in C++, also on the high-level understanding.
Memory management is something that one has know to a certain extent regardless of the programming language used. Why?
Read on…
Read the rest of this entry »
Hi all,
This week, we’ll revert back to the long line of topics I’m going to share. Today, we’ll talk about the many faces of a variable.
For most people, when they were first introduced to programming, they’re also introduced to variables as well. So why are there many faces in a variable?
Let’s have a look.
Read the rest of this entry »
Hi all,
After being advised by a friend that Fridays are for fun not for articles, I’ve decided to shift the dose of goodness to Tuesdays instead!
So sorry for the inconveniences, this shouldn’t be changed anymore in the future!
Regards,
Jeremy
This was supposed to be published yesterday, but I was simply too tired and so therefore, here it is today. My apologises for the delay.
Previously I’ve talked about how 2D sprites in 3D rendering can be an ass right? Well, that’s just the tip of the iceberg.
Meet - SPRITE ANCHORS!
What’s an anchor? It’s basically to tell people if I call a sprite at X and Y position, the starting point will be at one of the 9 possible locations of the square frame.
So where are the 9 locations and what’s so ass about Anchoring?
Read the rest of this entry »
Yeah, StridesLib has been facing with some wierd time control issues with its cTimer class for a long long long time. So why hasn’t it blown up in its games yet? That’s because, no one really bothers! Yeah, as long as the timer doesn’t screw up their game or make them lose unfairly, I doubt I’ll ever get complaints.
So what’s so damned wrong with cTimer? Check it out!
Read the rest of this entry »
Reputation vs Usability! This is something that is worth discussing, since there’s quite a lot of people out there that chooses reputation over usability when it comes to game development.
How is that?
The general misconception that reputated products equates to usable products!
This is a sure sign that the decision maker doesn’t know what he/she is doing. When we’re working on games, while graphics, gameplay and talents to make the game are important, the most important thing is to know your requirements.
Read the rest of this entry »