Excursions into the Unknown

A journey from here to God knows where, with a few passengers along for the ride.

Game Assets: Processors

February 18, 2013 - Assets, CSharp

In line with my previous post about Ampere, I thought I’d share some of the scripts I’m using to build various content types for my game. more »

Game Assets: Compilation

January 29, 2013 - Assets

Many things go into making a game besides just the code; textures, icons, sound clips, music, models, and animations are just a few of the things you might need to create in order to have a complete game. Once created, the assets need to get into the actual game itself. One of the problems facing game developers of all scales is creating a content pipeline, such that artists and content producers can create and edit their assets with rich editing capabilities and fast iteration times while the game itself can load a stripped down and efficient representation at runtime to reduce memory consumption and load times. more »

Demystifying SSE Move Instructions

August 13, 2011 - ASM

Originally posted on GameDev.net back in June 2011.

I’ve been doing a lot of work with SSE-related instructions lately, and finally got fed up with the myriad of move instructions available to load and store data to and from the XMM registers. The differences between some are so subtle and poorly documented that it can be hard to tell that there is even any difference at all, which makes choosing the right one for the job almost impossible. So I sat down and poured through the Intel instructions references and optimization manuals, as well as several supplemental sources on the internet, in order to build up some notes on the differences. I figured I might as well document them all here for everyone to use. more »

Quiz Answers

July 27, 2011 - CSharp

Originally posted on GameDev.net back in February 2010.

This post contains the answers to my C# quiz. If you haven’t taken it yet, go do so now.

First, I need to say that the point of these types of quizzes isn’t to explore commonly used code or exhibit best practices. It’s just interesting, at least to me, to see the murky corners of a commonly used language or API. With that said, here are the answers to the C# quiz I posted a few days ago. more »

C# Quiz

July 25, 2011 - CSharp

Originally posted on GameDev.net back in Feburary 2010.

In the spirit of Washu’s C++ quizzes, I’ve decided to try a few based on C#. While not as heinous as C++, C# still has plenty of little quirks to make things interesting. Resist the temptation to break out your compiler to cheat, and don’t rely on the answer of someone else as there is no guarantee that they’re correct. For reference, I’m working off the C# 4.0 Specification. more »

MDX can still make me laugh

July 25, 2011 - MDX

Originally posted on GameDev.net back in May 2009.

MDX has been dead for quite some time now, and these days most people recognize the futility of trying to use them for any new project. As a developer of SlimDX, I find myself still glancing at the internals of MDX from time to time, especially when contemplating how to wrap a particularly cumbersome portion of the DirectX API. That’s what I was doing today when I ran across a real gem that I couldn’t resist sharing with GDNet journal land. more »

Friend Assemblies

July 25, 2011 - C++/CLI

Originally posted on GameDev.net back in January 2009.

OK, so, friend assemblies. What are they? Well, suppose you have a library that has a few public types that consumers of your library use, and few internal helpers that assist the others in performing the library’s tasks. This is great, and how encapsulation is meant to work. Hide things from the end user that he doesn’t need to see, both so that things are simpler and so that he won’t inadvertently break something. What happens, though, if you want to write a another library that extends the functionality of the first library, but in a completely separate DLL? You run into problems if you need to use the internal utilities provided by library A. This is where friend assemblies come into play. more »

Christmas Allocators

July 23, 2011 - C++

Originally posted on GameDev.net, back in December 2008.

This is a heartwarming Christmas tale of why you should not try to get fancy with custom allocators. Although the protagonist of our story, Developer A, probably feels like I’ve beat this one to death, Developer B has requested that I reiterate the details of this incident, and I am more than happy to oblige. more »

New Blog

July 23, 2011 - Meta

As you can see, I’ve moved my GDNet journal over to my own hosting and set up wordpress as the blogging platform. I’ve hacked on the theme a lot, but there are still a few areas to shore up before I’m ready to call it finished.

I’ll be posting a few of my better entries from the old journal here as a way to kickstart the new site as well as provide better access to the information in case I ever want to find it again in the future.