The following article is a set of notes I put together during the setup process. I don’t expect everyone will have the same needs as my home setup, but I’ve done my best to explain why I configured my build machine the way it is as well as emphasize and supply solutions for a few of issues I ran into along the way.
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Build on February 16, 2010
A few examples (useful for tests) of computing the covariance matrix from a point cloud.
Lately I’ve been working on the math library in my homebrew game engine, and as a result had to delve into the wonderful world of “handedness”. Here are some of my notes.
SEGD is a detailed post-mortem of a small team’s game project: Ankh. While it was an informative, somewhat interesting read, the core of the book was often times buried under too many layers of formalization, which is clearly unfortunate.
As far as I can tell most everyone is interested in reading PNG image data from file (internally done in libpng via fread()). I thought: “Wow, that’s quite unfortunate.” and figured I’d write about it after I figured it out.
I have compiled a listing of resources I used while implementing my Image library. This will be updated as things progress.
Overall, I thought DSAGD was a worthwhile book. I can honestly say that I had fun reading through the basics again and coding up the data structure(s) with each chapter. That said, there were also some technicalities about this book (mostly mechanical) that stick out like a sore thumb, which makes me disappointed…
The assert is one of the most important, indispensable, underused devices in a programmer’s toolkit.
One thing that I’ve found is that I can’t live without is the assert mechanism. In fact, it’s the first thing I wrote in my home codebase… so I’ve decided to compile a centralized synopsis to help give readers a detailed overview.
Okay so if you’re like me, you’re thinking that waiting for this thing sucks… and it does. My time is valuable and if there’s one thing that I’ve learned over the past few years it’s that if I have to do something more than twice I need to figure out how to automate it because I will undoubtedly have to do it again. So let’s automate it…
C++ for Game Programmers is an excellent reference for any game programmer at any level. The advice offered in Noel’s book has affected and improved every piece C++ I have written since I picked it up and started reading.