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PVS-Studio: Analyzing Doom 3* Code

 

Authored by Andrey Karpov (Blackbelt) Last updated on 02/15/2019 - 16:34
Blog post

The Real Platform is now the Cloud - and has shifted away from devices

Am I stating the blatantly obvious here? (Probably). However; one my most recent assertions is that the devices (e.g.

Authored by Last updated on 01/24/2018 - 12:12
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Piracy, Secondary Sales, Account/Identity Theft: What’s the real story?

Honestly; I’m not sure anyone truly has a holistic picture of what the ‘real story’ is here.

Authored by Last updated on 01/24/2018 - 12:12
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[Opinion] The sunk cost fallacy of Consoles and why they’ll likely die out as we know them today

Most people who know me know why I’m not a fan of Consoles; but I figured I should probably explain myself more fully to those who don’t.
Authored by Last updated on 01/24/2018 - 12:12
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Gaming in Transition and Revolution: Pt 4 of 4

Part 4 of 4 (Innovation Changers)

Authored by Last updated on 05/08/2019 - 13:00
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Gaming in Transition and Revolution: Pt 2 of 4

Part Two of Four (Format and Business Model Evolution Factors)
Authored by Last updated on 05/08/2019 - 13:00
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Gaming – In transition and revolution

Part One of Four (Mobile)

Authored by Last updated on 05/08/2019 - 13:00
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Eight Popular Open Source Android Game Engines

This is an translation of a very popular Chinese Blog wrote by iamsheldon on Chinese Intel Software Network.

Authored by Tao Wang (Intel) Last updated on 05/09/2019 - 21:50
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3D 服务器端以向量计算为主的角色位置的算法

3D服务器端玩家行走处理是服务器端根据客户端行走路径、玩家行走时间以及速度(包括变化速度)计算得出玩家的当前位置。

Authored by Last updated on 01/24/2018 - 12:12
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游戏服务器之 Timer 计时器(定时器)动态链接库【超联网】

对于游戏服务器而言,计时器(每个多长时间触发一次)和定时器(定点触发)是不可或缺的一个组件。而计时器和定时器的做法又有很多种,我大致将其分成3中:

1,非线程实现计时器和定时器;

2,单线程实现计时器和定时器;

Authored by Last updated on 01/24/2018 - 12:12