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blog.gemserk.com
| | www.softdevtube.com
8.0 parsecs away

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| | Programming history is filled with bugs that turned out to be features and limitations that pushed developers to make even more interesting products. We'll journey through code that was so 'bad' it was actually good. Along the way we'll look at the important role failure plays in learning. Then we'll tame our inner perfectionists and
| | piemaster.net
2.9 parsecs away

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| | I want to talk a bit about the Artemis framework I've been playing with, but it won't mean much without some background knowledge of the entity/component paradigm of game design. This post, then, is a quick review of my experience with entities and components, and how they relate to the more traditional object-oriented (OO) paradigm, and in particular, what sucks about both. If you're familiar with the entity/component paradigm already, you may just want to skip over to my detailing ofEntity/Component Game Design That Works: The Artemis Framework » and read through this at your leisure. There's a few connections, but I'm trying to keep it at a pretty high level for now.
| | cowboyprogramming.com
6.5 parsecs away

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| | [AI summary] The article discusses the transition from traditional inheritance-based object hierarchies to a component-based architecture in game development. It highlights the challenges of refactoring existing code and the eventual benefits of more flexible, maintainable, and reusable code. Key points include the use of common interfaces, data-driven object creation, and the importance of managing component dependencies for performance.
| | dumblebots.com
47.0 parsecs away

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| Buzzers can be fun to use, and very useful too! In this blog, I will be showing how to use an Arduino along with a piezo buzzer to make sound, play different notes (using the tone function) and more. This knowledge can be used in a whole lot of projects, including alarm clocks, playing songs...