altdevblogaday rip

2011_01_15_it-begins.html
2011_01_15_pattern-matching-in-scala-for-fun-and-profit.html
2011_01_16_a-smoky-kitchen.html
2011_01_16_its-a-trap.html
2011_01_16_looks-like-im-up.html
2011_01_17_aliasing-the-silent-killer.html
2011_01_17_why-names-matter.html
2011_01_18_forward-vs-deferred-rendering-whywhen-forward-rendering-still-matters.html
2011_01_18_ios-shader-tricks-or-its-2001-all-over-again.html
2011_01_18_think-low-level-write-high-level.html
2011_01_19_preparing-for-parallelism.html
2011_01_19_thoughts-of-a-newcomer.html
2011_01_20_the-difference-between-non-interactive-and-interactive-entertainment.html
2011_01_20_the-ill-fated-binac.html
2011_01_20_tools-team-test-5-steps-to-better-tools.html
2011_01_21_making-a-complete-ios-game-part-1.html
2011_01_22_building-a-network-library-for-a-video-game-part-1.html
2011_01_22_intuition-for-gamma-correct-rendering.html
2011_01_22_link-time-sorting.html
2011_01_22_teaching-the-high-performance-mindset.html
2011_01_23_aesthetics-and-the-art-of-being-anal-for-the-better-good.html
2011_01_23_lessons-from-a-failed-project.html
2011_01_24_growing-ginkgo-pt-1-the-reading-list.html
2011_01_24_lets-get-physical.html
2011_01_24_research-tastes-better-when-served-with-source.html
2011_01_24_week-1-round-up.html
2011_01_25_how-i-fell-in-love-with-mocap….html
2011_01_25_the-importance-of-controls.html
2011_01_25_tips-and-tricks-for-debugging-optimized-code.html
2011_01_25_windows-7-mobile-a-rant.html
2011_01_26_cats-have-nine-lives.html
2011_01_26_managing-decoupling.html
2011_01_27_the-art-of-the-48-hour-game.html
2011_01_27_there-are-no-casual-games.html
2011_01_28_non-virtual-interfaces.html
2011_01_28_radix-sort-for-humans.html
2011_01_28_the-pain-of-debuggery.html
2011_01_29_facebook-is-a-console.html
2011_01_29_rolling-an-ios-game-engine-without-breaking-the-bank.html
2011_01_30_if-this-is-where-we-are-where-the-hell-are-we-going.html
2011_01_30_omni-directional-shadow-mapping.html
2011_01_31_akka-does-async.html
2011_01_31_leaderboards-a-how-to-guide.html
2011_01_31_vectiquette.html
2011_02_01_care-and-feeding-lawyers.html
2011_02_01_slim-and-light-multitasking-with-fibers.html
2011_02_01_the-virtual-and-no-virtual.html
2011_02_02_change-is-as-good-as-a-holiday-an-introduction-to-the-v8-javascript-engine.html
2011_02_02_deconstructing-a-city.html
2011_02_02_having-a-life-while-working-on-games.html
2011_02_02_rvalue-reference-and-move-semantic-for-the-poor.html
2011_02_02_sketch-on-the-art-of-gamedev.html
2011_02_03_leaving-the-safety-boat-and-doing-what-you-love.html
2011_02_03_refactoring-for-task-concurrency.html
2011_02_03_“serious”-developments.html
2011_02_03_shake-that-triangle-optimizing-our-triangles-for-zeebo-and-mobile-platforms.html
2011_02_04_teaching-video-games-programming.html
2011_02_04_the-unix-philosophy-and-your-pipeline.html
2011_02_05_making-a-complete-ios-game-part-2.html
2011_02_05_practice-makes-perfect-a-ramble-with-bad-capitalisation.html
2011_02_06_the-future-of-the-video-games-industry.html
2011_02_06_the-importance-of-personal-projects.html
2011_02_07_absolutely-everyone-is-a-game-designer-right.html
2011_02_07_debugging-tools.html
2011_02_07_games-rules-immersion.html
2011_02_07_performance-metaprogramming.html
2011_02_08_growing-a-ginkgo-2-components.html
2011_02_09_mve-part-0-what-the-is-mve.html
2011_02_09_the-rendering-equation-a-pictorial-introduction.html
2011_02_10_confessions-of-a-designer.html
2011_02_10_cover-fire-for-coders.html
2011_02_10_the-15-golden-rules-of-ui-design-and-flow.html
2011_02_11_documentation-easy-mode.html
2011_02_11_managing-coupling-part-2-—-polling-callbacks-and-events.html
2011_02_12_alternatives-to-malloc-and-new.html
2011_02_12_an-observation-on-names.html
2011_02_12_the-beauty-within-2.html
2011_02_13_a-technique-for-applying-updates-to-serialized-persistent-levels.html
2011_02_14_how-i-get-stuff-done-in-my-free-time.html
2011_02_14_implicits-for-cleaner-code.html
2011_02_14_webgl-part-1-a-new-challenger-appears.html
2011_02_15_a-fun-hack-ipad-to-fpga-data-passing.html
2011_02_15_data-structures-one-size-does-not-fit-all.html
2011_02_15_just-in-time-data-transformations.html
2011_02_15_on-demos-and-programming-tests-rant-from-a-q-games-test-reviewer.html
2011_02_16_care-and-feeding-accountants.html
2011_02_16_elegance-in-failure-how-and-when-to-crash-horribly.html
2011_02_16_how-i-got-into-the-video-game-industry.html
2011_02_16_scaffolding.html
2011_02_17_collective-ownership.html
2011_02_17_css-pains.html
2011_02_18_a-little-more-theory-with-your-mesh.html
2011_02_18_and-now-you-think-i-should-be-using-c.html
2011_02_18_changing-cpp-for-dod.html
2011_02_19_lua-elevator-pitch-for-very-high-buildings.html
2011_02_20_ios_game_tutorial_part_3.html
2011_02_21_building-a-network-library-for-a-video-game-part-2.html
2011_02_21_sorting-by-branchiness.html
2011_02_21_spatial-partitioning-part-1-survey-of-spatial-partitioning-solutions.html
2011_02_21_tips-for-high-performance-art.html
2011_02_22_team-building-mini-game-week.html
2011_02_22_you-dont-have-a-clue-and-you-should-stop-pretending-that-you-do.html
2011_02_24_introduction-to-behavior-trees.html
2011_02_24_my-cat-is-better-than-your-dog.html
2011_02_24_the-path-to-good-scripting-is-relative.html
2011_02_25_audio-post-our-model-of-the-world-and-games.html
2011_02_25_do-or-do-not-2.html
2011_02_25_handy-developer-tools-the-sandbox.html
2011_02_25_managing-decoupling-part-3-c-duck-typing.html
2011_02_26_battle-plan-shipping-someone’s-problem-child.html
2011_02_26_redneck-cloud-computing.html
2011_02_27_altdevunconference-burbank.html
2011_02_27_webgl-part-2-in-the-beginning-there-was.html
2011_02_28_fpstress.html
2011_02_28_shadows-thoughts-on-ellipsoid-light-shadow-rendering.html
2011_02_28_tips-for-managing-multiple-coordinate-systems.html
2011_03_01_right-tools-for-the-job.html
2011_03_02_meta-leaderboards.html
2011_03_02_put-this-in-your-pipe-and-execute-it.html
2011_03_02_quality-of-life-in-the-indie-world.html
2011_03_03_my-elven-warrior-has-ptsd.html
2011_03_03_the-gambler.html
2011_03_03_yet-another-c-rant.html
2011_03_04_mobile-graphics-api-wishlist-performance.html
2011_03_04_particle-system-memory-patterns.html
2011_03_05_is-change-that-great.html
2011_03_05_knives.html
2011_03_05_the-ps3-is-too-hard.html
2011_03_05_why-we-need-more-scientific-study-of-games-design.html
2011_03_06_arguments-of-piracy.html
2011_03_06_games-for-everybody.html
2011_03_07_database-programming-is-fun.html
2011_03_07_help-this-isn’t-working.html
2011_03_07_students-and-quality-of-life.html
2011_03_08_ios_game_tutorial_part_4.html
2011_03_09_audio-post-antisocial-games-and-zynga-sequels.html
2011_03_09_its-time-to-stop-using-subversion.html
2011_03_09_lock-free-queue.html
2011_03_09_the-responsibility-of-middleware.html
2011_03_10_c0x-viable.html
2011_03_10_now-where-did-i-allocate-that.html
2011_03_10_shocker-naive-object-oriented-behavior-tree-isnt-data-oriented.html
2011_03_10_working-with-unity.html
2011_03_11_an-indie-strategy.html
2011_03_11_developing-original-ip-for-the-iphone-the-market-today.html
2011_03_11_know-dont-tell.html
2011_03_12_audio-post-round-table-dlc.html
2011_03_12_on-builds.html
2011_03_12_popstocks-post-mortem-of-a-facebook-game.html
2011_03_13_before-you-wreck-yourself.html
2011_03_13_meta-build-systems.html
2011_03_13_teaching-the-toaster-to-feel-love-part-1.html
2011_03_13_tiny-expression-language.html
2011_03_13_what-happened-to-the-middle-class-of-gaming.html
2011_03_14_mountain-climbing.html
2011_03_14_the-root-of-all-evil.html
2011_03_15_debugging-on-your-web-browser.html
2011_03_15_thoughts-on-the-knowledge-of-an-up-to-date-graphics-programmer.html
2011_03_16_software-pipelining-failed-video-experiment.html
2011_03_17_built-here-no-thanks.html
2011_03_17_console-games-dying.html
2011_03_17_simple-continous-integration.html
2011_03_18_defining-a-coding-standard.html
2011_03_18_the-apprentice.html
2011_03_18_the-small-room.html
2011_03_18_what-are-you-playing-tonight.html
2011_03_19_how-not-to-get-things-done.html
2011_03_19_mobile-graphics-api-wishlist-some-features.html
2011_03_20_eyes-too-big-for-your-stomach.html
2011_03_20_how-choice-of-middleware-tools-can-affect-the-music-composition-process.html
2011_03_20_making-a-ui-pipeline-in-microsoft-expression-blend-part-1.html
2011_03_20_so-you-wanna-be-a-senior.html
2011_03_20_the-future-is-procedural.html
2011_03_21_diversity-ftw.html
2011_03_21_what-board-games-do-better.html
2011_03_22_ideal-hash-tries-an-implementation-in-c.html
2011_03_22_time-to-know-your-code.html
2011_03_23_procedural-generation-and-user-generated-content-part-i-intro-myths-and-facts.html
2011_03_24_how-to-polish-a-turd.html
2011_03_24_visualizing-bugs.html
2011_03_25_rules-we-dont-break.html
2011_03_25_social-media-games-on-the-mind.html
2011_03_26_gdc-2011-and-the-power-of-community.html
2011_03_26_play-with-purpose-or-saturday-morning-science.html
2011_03_26_whats-your-indie-strategy.html
2011_03_27_collaboration-and-merging.html
2011_03_27_pop-your-head-up.html
2011_03_27_rhetoric-for-engineers.html
2011_03_27_why.html
2011_03_28_design-cheat-codes.html
2011_03_28_no-comment.html
2011_03_28_should-be-land.html
2011_03_28_teaching-the-toaster-to-feel-love-part-2.html
2011_03_29_3-2-1-planned.html
2011_03_29_mastering-the-compulsion-loop.html
2011_03_29_thoughts-on-the-interview-process-in-the-game-industry.html
2011_03_29_time-and-being-memorable.html
2011_03_30_choreographing-behavior-2-examples.html
2011_03_30_designing-first-time-user-experiences-for-social-games.html
2011_03_30_how-is-constant-formed.html
2011_03_30_putting-the-you-back-into-unicode.html
2011_03_30_rendering-technology-whats-next.html
2011_03_31_game-design-in-the-kitchen.html
2011_03_31_introduction-to-net-interoperability.html
2011_03_31_pick-up-that-can-the-problem-with-interactive-objects.html
2011_04_01_gamedev-mike_actons-soft-skills-self-test.html
2011_04_01_i-am-data-and-so-can-you.html
2011_04_01_steal-this-idea-a-startup-guide-for-evil-corporations.html
2011_04_01_stories-of-universities.html
2011_04_01_the-radical-optimizationist’s-war-on-abstraction-and-patterns.html
2011_04_01_vicious-circle-of-generalization.html
2011_04_02_filesystemwatcher-a-cool-thing-i-didn’t-know-about-until-recently.html
2011_04_02_looks-like-you-need-to-use-some-scope.html
2011_04_02_on-sprint-reviews.html
2011_04_02_the-falling-frame.html
2011_04_03_solving-problems-with-asynchrony-cinematics.html
2011_04_04_dark-side-of-working-from-home.html
2011_04_04_image-space-for-beginners.html
2011_04_04_water-off-a-ducks-back.html
2011_04_05_analysis-and-design-in-games-tech.html
2011_04_05_back-to-first-principles.html
2011_04_05_building-the-perfect-coder.html
2011_04_05_the-sunk-cost-fallacy.html
2011_04_06_designing-an-api.html
2011_04_06_if-simd-o_o-or-how-to-vectorize-code-with-different-execution-paths-2.html
2011_04_06_squeezingsound.html
2011_04_07_for-the-flocks-sake.html
2011_04_07_maintaining-forward-momentum.html
2011_04_07_reverse-engineering-evil-or-enlightening.html
2011_04_07_schooling.html
2011_04_08_pane-control.html
2011_04_08_play-dont-show.html
2011_04_09_in-the-absence-of-game-industry.html
2011_04_10_am-i-playing.html
2011_04_10_growing-game-animation-transitions-player-input.html
2011_04_10_the-demonic-wasp-from-hell.html
2011_04_10_workstation-setup-for-gamedevs.html
2011_04_11_extreme_bug_hunting.html
2011_04_11_indies-how-do-you-make-a-living.html
2011_04_11_paper-prototyping-putting-your-games-on-paper.html
2011_04_11_put-the-arbitrary-constant-in-the-register.html
2011_04_11_ready-set-allocate-part-1.html
2011_04_11_unexpected-speculative-stability.html
2011_04_11_why-you-should-or-not-implement-you-own-audio-engine.html
2011_04_12_a-whole-new-world-part-1.html
2011_04_12_dont-fear-the-creaper.html
2011_04_12_sharing-code.html
2011_04_12_subsurface-scattering-volumes.html
2011_04_12_the-beauty-of-restriction.html
2011_04_12_the-problem-of-a-lifetime.html
2011_04_12_undeniable-logic.html
2011_04_12_your-new-life-as-an-indiecontractor.html
2011_04_13_creating-camera-based-interactions.html
2011_04_13_teaching-players-how-to-play-your-game.html
2011_04_13_the-ginkgo-and-the-unanswered-questions.html
2011_04_14_3rd-person-action-platformer-hero-animation-graph.html
2011_04_14_simplifying-my-workflow.html
2011_04_14_steering-youre-doing-it-wrong.html
2011_04_15_data-oriented-design-in-java-part-1.html
2011_04_15_data-schemas.html
2011_04_15_dealing-with-designer-input-latency.html
2011_04_15_scripting-rant.html
2011_04_16_designing-mazes-as-game-levels.html
2011_04_16_rate-me-my-friend.html
2011_04_16_state-of-the-nations.html
2011_04_16_to-catch-a-completionist.html
2011_04_17_at-the-right-time.html
2011_04_18_in-the-land-of-content-delivery-http-is-king.html
2011_04_18_mercurialkiln-experience-so-far.html
2011_04_18_mike_acton-pokes-around-webgl-and-jquery.html
2011_04_18_onboarding-and-mentoring-how-to-create-a-monster-contributor.html
2011_04_18_rambling-about-wondercon-2011.html
2011_04_18_understanding-your-bool-type.html
2011_04_19_4406.html
2011_04_19_psychology-and-game-ai.html
2011_04_19_solving-problems-with-asynchrony-asset-loading.html
2011_04_19_three-tools-i-love-and-so-should-you.html
2011_04_20_being-terrible-at-making-choices.html
2011_04_20_designing-meaning-in-games.html
2011_04_20_give-blood.html
2011_04_20_lucas-plays-video-games-2.html
2011_04_21_gaming-aint-easy.html
2011_04_21_meet-jenkins-he’ll-do-your-boring-jobs.html
2011_04_22_developing-for-next-to-nothing.html
2011_04_22_how-to-make-fun-games.html
2011_04_22_mapfold-simplifying-inter-thread-communication.html
2011_04_22_survey-of-fast-compression-algorithms-part-1.html
2011_04_23_optimizing-workflow-2.html
2011_04_24_data-oriented-streams-spring-behavior-trees.html
2011_04_24_indie-project-budgets.html
2011_04_24_the-world-is-what-we-see.html
2011_04_25_action-figure-fun.html
2011_04_25_feeling-like-spinal-tap.html
2011_04_25_google-spreadsheet-as-a-data-editor.html
2011_04_25_i-want-ugly.html
2011_04_26_js1k-oregon-trail-games-in-1k-of-source.html
2011_04_26_more-collision-detection-for-dummies.html
2011_04_26_my-first-two-weeks-at-a-startup.html
2011_04_26_ready-set-allocate-part-2.html
2011_04_26_stuck-in-a-childish-routine.html
2011_04_26_the-race-to-the-bottom.html
2011_04_26_universal-undo-copy-and-paste.html
2011_04_27_all-the-german-i-know-i-learned-from-the-demoscene.html
2011_04_27_a-trip-to-berlin.html
2011_04_27_chaining-compute-shaders.html
2011_04_28_a-quick-rant-on-product-keys.html
2011_04_28_feedback-in-production.html
2011_04_28_losing-your-objectivity-a-survival-guide.html
2011_04_30_simple-spu-ray-length-counting-trick-that-everyone-probably-already-knew.html
2011_05_01_hunting-for-water-in-the-sea.html
2011_05_02_binary-shaders-not-that-big-of-a-deal.html
2011_05_02_practise-makes-perfect.html
2011_05_03_a-way-to-visualize-mip-levels.html
2011_05_03_hello-world-what-really-happens-when-you-compile-run-a-simple-program.html
2011_05_03_my-browser-draws-better-than-i-do.html
2011_05_03_resource-management-in-javascript-based-games.html
2011_05_03_ten-years-ago-2.html
2011_05_03_what-did-i-do-today.html
2011_05_04_addicting-aspects-of-games-i-love.html
2011_05_04_solving-problems-with-asynchrony-build-your-own-future.html
2011_05_04_syd-sym-post-mortem.html
2011_05_04_work-in-a-startup.html
2011_05_05_adventures-with-off-screen-particles.html
2011_05_05_auto-vectorization-for-the-masses-part-1-of-n-simplec-and-abstract-syntax-trees.html
2011_05_05_coding-for-playstation-2.html
2011_05_05_set-your-content-creators-free-with-scripting.html
2011_05_05_sorry-but-the-game-does-not-build-anymore.html
2011_05_07_kids-day-2011.html
2011_05_07_the-final-furlong.html
2011_05_07_the-indie-route.html
2011_05_07_what-should-be-expected-from-budget-games.html
2011_05_08_hosting-a-game-server-on-aws.html
2011_05_09_console-development-no-really-developing-the-console.html
2011_05_09_inspiration-where-can-i-get-some.html
2011_05_09_ludum-dare-slkdfj-nksjgt.html
2011_05_09_play-the-game.html
2011_05_09_thoughts-on-university-education.html
2011_05_10_chaining-clouds.html
2011_05_10_has-undo-removed-the-tortured-artist.html
2011_05_10_mixup-an-endeavour-in-recruitment-processes.html
2011_05_10_so-you-want-to-be-a-graphics-programmer.html
2011_05_10_third-person-lessons.html
2011_05_11_adding-metadata-to-ios-images-the-easy-way.html
2011_05_11_lessons-learned-achivement-system.html
2011_05_11_write-a-script-for-it.html
2011_05_12_a-difficult-subject.html
2011_05_12_defensive-programming.html
2011_05_12_do-the-truffle-shuffle-to-start.html
2011_05_12_identifying-web-game-clients.html
2011_05_12_under-pressure.html
2011_05_13_contact-generation-between-3d-convex-meshes.html
2011_05_13_its-good-to-write.html
2011_05_13_trivial-constructors-and-destructors-in-cpp.html
2011_05_14_fine-tuning-steering-forces.html
2011_05_14_learning-from-others.html
2011_05_15_evolved-compression-in-the-x86-isa.html
2011_05_15_games-for-a-better-world-3.html
2011_05_15_gluing-things-together.html
2011_05_15_my-personal-programming-techniques-part-0.html
2011_05_15_ready-set-allocate-part-3.html
2011_05_16_big-publishers-and-micro-games.html
2011_05_16_gold-star-for-you-friend.html
2011_05_16_initial-debugger-3rd-stage.html
2011_05_16_what-makes-you-tick.html
2011_05_17_a-birds-eye-view-of-your-memory-map.html
2011_05_17_ces-to-e3-some-thoughts-for-designers.html
2011_05_17_keep-data-close-part-1.html
2011_05_17_some-social-game-design-principles-before-launch.html
2011_05_17_understanding-the-fourier-transform.html
2011_05_17_understanding-the-fourier-transform_mov.html
2011_05_18_my-producer-hates-me.html
2011_05_18_texture-compression-using-the-discrete-cosine-transform.html
2011_05_19_a-taste-of-live-code-editing-with-visual-studios-tracepoints.html
2011_05_19_solving-problems-with-asynchrony-pipelining.html
2011_05_20_a-quick-unc-path-trick.html
2011_05_20_game-programming-interviews-and-tests-entry-level-edition.html
2011_05_20_giving-good-demo.html
2011_05_20_how-to-design-enemies-tips-from-a-combat-designer.html
2011_05_20_the-importance-of-being-discussion-in-the-industry.html
2011_05_20_what-can-story-driven-games-learn-from-sports-games.html
2011_05_20_what-does-game-design-research-tell-us.html
2011_05_21_the-app-store-is-a-gamble-–-so-what-should-you-put-your-money-on.html
2011_05_21_the-hacking-business-model.html
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