General Programming |
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delovski
Joined: 14 Jun 2006 Posts: 3524 Location: Zagreb
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Posted: Sun May 20, 2007 10:13 pm Post subject: Gaming the life |
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Slashdot: Why Work Is Looking More Like a Video Game
"According to the New York Times, business software vendors can learn a great
deal from how video games are designed. This makes a lot of sense — how
many professionals like working with their software in the office as much as
gaming after hours?
Developers can deal with looking at tables and grids full of data to make decisions
and get things done, but other types of workers (executives, salespeople, etc.)
have little to no attention span and need a picture to be worth a thousand words,
i.e. their software designed completely differently." |
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delovski
Joined: 14 Jun 2006 Posts: 3524 Location: Zagreb
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Posted: Sun May 20, 2007 10:22 pm Post subject: |
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XEODesign: Game Design Principles
"Based on XEODesign’s independent research of casual and hardcore players,
there are four key elements to player experience design. The game experience
offers emotional and social benefits by challenging and immersing the player.
Not all games offer all four of these in equal amounts, but the more popular
games often offer some aspects of each." |
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3Plex
Joined: 18 May 2007 Posts: 5
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Posted: Wed May 30, 2007 4:46 pm Post subject: |
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Jeff Atwood: How to Get Rich Programming
"So minus the time he spent programming, and his nominal hosting fees, Paul
Preese is clearing almost $100,000 "salary" per year with Desktop Tower Defense.
And he did it all on his own: he wrote the game, placed it on a public web server,
hooked up AdSense, and then submitted it to a few social bookmark sites. No
selling his soul to a publisher, no middlemen, just pure income, controlled directly
by him." |
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delovski
Joined: 14 Jun 2006 Posts: 3524 Location: Zagreb
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delovski
Joined: 14 Jun 2006 Posts: 3524 Location: Zagreb
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Posted: Sun Sep 09, 2007 1:06 am Post subject: |
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youtube: TGM 3 Tetris Arika !!! Invisible Tetris
"He's the best tetris ds player in the world. it's slow in the beginning.
insanely fast near the end. speed increases at 3mins." |
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Ike Kapetan
Joined: 17 Jun 2006 Posts: 3136 Location: Europe
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Posted: Wed Sep 17, 2008 8:15 pm Post subject: |
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ars - Twilight of the GPU: an epic interview with Tim Sweeney
"Graphics APIs only make sense in the case where you have some very limited,
fixed-function hardware underneath the covers. It made perfect sense back
with the 3Dfx Voodoo and the first NVIDIA cards, and the very first GeForces,
but now that you have completely programmable shaders, the idea that you
divide your scene up into triangles rendered in a certain order to a large frame-
buffer using fixed-function rasterizer features is really an anachronism. With
all that general hardware underneath, why do you want to render scenes that
way when you have more interesting possibilities available?" |
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delovski
Joined: 14 Jun 2006 Posts: 3524 Location: Zagreb
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Posted: Thu May 28, 2009 10:35 pm Post subject: |
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Slashdot - Understanding Addiction-Based Game Design
"The common theory is that games like World of Warcraft are addictive. But
what are the exact qualities that make it so? Are there specific elements of
the design that can be pulled out, distilled, and used at will to give a game
drug-like properties? Is it wrong to do so? A new article at IGN RPG Vault at-
tempts to isolates the exact qualities that go into making an addiction-based
design. From the article: 'If a game uses rewards of any sort to entice you
to experience highly repetitive content, you should see what it's trying to do
and which of your buttons it's trying to press. If you don't mind, that's cool,
but you should understand it.'" |
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Ike Kapetan
Joined: 17 Jun 2006 Posts: 3136 Location: Europe
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Posted: Thu Aug 20, 2009 7:33 pm Post subject: |
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gamasutra.com - Dirty Coding Tricks
"In a case like this, a frazzled and overworked programmer is far more like-
ly to ignore best practices, and hack in a less desirable solution to get the
game out the door. We have here compiled nine testimonials from working
developers, which chronicle times when they weren't quite able to follow the
script and had to pull some tricks to save a project." |
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delovski
Joined: 14 Jun 2006 Posts: 3524 Location: Zagreb
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Posted: Sun Nov 15, 2009 4:09 pm Post subject: |
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nytimes - Paying a Price for the Thrill of the Hunt
"To start, the professor offers to sell the class a $20 bill. Bidding starts at $1
and goes up in $1 increments. The winner pays the professor whatever the
high bid was, and gets the $20. Here’s the catch: the second-highest bidder
also has to pay, but gets nothing in return." |
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Ike Kapetan
Joined: 17 Jun 2006 Posts: 3136 Location: Europe
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Ike Kapetan
Joined: 17 Jun 2006 Posts: 3136 Location: Europe
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Posted: Mon Dec 04, 2017 10:36 pm Post subject: |
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How to Code Your Own CryptoKitties-Style Game on Ethereum
"This article is written for developers, and while it's not an absolute-beginner's
introduction to Solidity, I tried to include links to documentation to make it as
accessible as possible to developers of all levels." |
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Ike Kapetan
Joined: 17 Jun 2006 Posts: 3136 Location: Europe
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delovski
Joined: 14 Jun 2006 Posts: 3524 Location: Zagreb
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Posted: Fri Feb 22, 2019 12:06 pm Post subject: |
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slocums - The Basics of Keeping Score
"A game of bowling consists of 10 frames, in which a bowler has two chances
per frame to knock down all ten pins. If a bowler knocks down all ten pins in
those two turns in the 10th frame, an extra bonus chance is awarded." |
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