State Machine Management
2006 PDF An Architecture for Game State Management Based on State Hierarchies Valente, Conci & Feijo
Labels:
Design Patterns,
State Machines
Scene Hierarchy
2008 Combining transform hierarchy and dynamics/physics gamedev.net
2011 Data oriented scene gamedev.net
2011 Entity/SceneNode Distinction in a Game Engine gamedev.net
2011 Data oriented scene gamedev.net
2011 Entity/SceneNode Distinction in a Game Engine gamedev.net
Labels:
Physical Simulation,
Scene graphs
Data Oriented Programming
2007 Functional Principles of Cache Memory Paul V. Bolotoff
2007 What Every Programmer Should Know About Memory Ulrich Drepper
2008 Checking available stack size in C stackoverflow.com
2009 PDF Pitfalls of Object Oriented Programming Tony Albrecht
2009 Delicious Data Baking Noel Llopis
2011 Why is one loop so much slower than two loops? stackoverflow
2012 You ever wonder what the most optimal block size for a database system on a spindle drive or SSD was? Riyad Kalla
2007 What Every Programmer Should Know About Memory Ulrich Drepper
2008 Checking available stack size in C stackoverflow.com
2009 PDF Pitfalls of Object Oriented Programming Tony Albrecht
2009 Delicious Data Baking Noel Llopis
2010 Pitfalls of lack of encapsulation Oleg Andreev
2010 [C++] Suitable container for tree nodes gamedev.net
2010 Scope Stack Allocation Andreas Fredriksson
2010 Gallery of Processor Cache Effects Igor Ostrovsky
2011 ACCU 2011: Scott Meyers on CPU Caches and Why You Care Scott Meyers
2011 Data Oriented Design: How to disable elements gamedev.net
2011 Alternatives to malloc and new Steven Tovey
2010 [C++] Suitable container for tree nodes gamedev.net
2010 Scope Stack Allocation Andreas Fredriksson
2010 Gallery of Processor Cache Effects Igor Ostrovsky
2011 ACCU 2011: Scott Meyers on CPU Caches and Why You Care Scott Meyers
2011 Data Oriented Design: How to disable elements gamedev.net
2011 Alternatives to malloc and new Steven Tovey
2011 Why is one loop so much slower than two loops? stackoverflow
2012 You ever wonder what the most optimal block size for a database system on a spindle drive or SSD was? Riyad Kalla
Labels:
Paradigms
Entity Component Systems
2002 Game Object Structure: Inheritance vs. Aggregation Kyle Wilson
2004 Introduction To Dungeon Siege Architecture Gas Powered Games
2007 Evolve Your Hierarchy Mick West
2008 Segregation is Good Victor Nicollet
2009 Game Programming Patterns: Component Robert Nystrom
2009 Component Based Entity System Design Part 1 Tyler Bello
2010 Component Based Entity System Design - Phase 2: post 30 gamedev.net
2010 PPT A Dynamic Component Architecture for High Performance Gameplay Terrance Cohen
2011 Refactoring with components gamedev.net
2004 Introduction To Dungeon Siege Architecture Gas Powered Games
2007 Evolve Your Hierarchy Mick West
2008 Segregation is Good Victor Nicollet
2009 Game Programming Patterns: Component Robert Nystrom
2009 Component Based Entity System Design Part 1 Tyler Bello
2010 Component Based Entity System Design - Phase 2: post 30 gamedev.net
2010 PPT A Dynamic Component Architecture for High Performance Gameplay Terrance Cohen
2011 Refactoring with components gamedev.net
Labels:
Design Patterns
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