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PUBLIC MARKS with tag readme

March 2014

February 2014

C++11 - Wikipedia, the free encyclopedia

by sylvainulg (via)
knowing yourself without knowing your ennemy only gives you half a chance of victory.

January 2014


by sylvainulg (via)
CTR User Library library for writing user mode arm11 code for the 3DS (CTR) the goal with this is to create a very straightforward interface with the 3DS's OS. it is not meant to provide higher level functions; to put things in perspective, the purpose of ctrulib would be to sit between the OS and a possible port of SDL rather than replace it.

Bilou HomeBrew's Blog: walking on platforms

by sylvainulg
The path is redundant with collision box in the very case of an horizontal platform. Yet, collision boxes (GobAreas) are not easily accessed from a GameObject reference.

c0de517e: In the next-generation everything will be data (maybe)

by sylvainulg (via)
Data comes in two main flavours, sort of orthogonal to each other: acquisition and simulation. Acquired data is often to expensive to store, and needs to be compressed in some ways. Simulated (generated) data is often expensive to compute, and we can offset that with storage (precomputation).

December 2013

Linux Control Groups

by sylvainulg (via)
ontrol Groups provide a mechanism for aggregating/partitioning sets of tasks, and all their future children, into hierarchical groups with specialized behaviour.

PPU scrolling - Nesdev wiki

by sylvainulg
Games scroll to show an area much larger than the 256x240 pixel screen [...] Write the starting page (high order bit of X and Y) to bits 0 and 1 of PPUCTRL ($2000) [...] you write that to VRAM before you set the scroll, as seen in the animation below.

November 2013

Update #67: What's in a Game? - Project Eternity: Announcements and News - Obsidian Forum Community

by sylvainulg (via)
As a producer, one of my jobs is creating and understanding the game's master schedule. It's a never-ending task that requires constant refinement and adjustment. Anything that is added or changed can cause a cascade of unintended consequences which is why as game developers we have a responsibility to vet everything that goes into the game.

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