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ABOUT/WEBSITE
Around this time, I discovered MediaWiki, which is the wiki engine that runs Wikipedia. It's robust, open source and freely downloadable, actively developed, supports categories to get the relational database aspect of what I wanted, has inline TeX-based math typesetting (which will be increasingly important as I put more original content andRIGID BODY DYNAMICS
This is the introduction to the physics series. It covers the linear parts of 2D rigid body mechanics, and a little bit of numerical integration. This article covers 2D angular rigid body mechanics and the overall 2D dynamics algorithm. We finish off 2D physics with collision response, including the angular effects induced by acollision.
VECTOR CALCULUS
Vector calculus is one of the most useful branches of mathematics for game development. You could say it is the most important if you're willing to play it slightly fast and loose with definitions and include in it the subset of low-dimensional linear algebra that vector calculus relies on for a lot of its computation. Certainly for physics and any advanced graphics, it's vitally important. GAMES - CHRIS HECKER'S WEBSITE For now, check out Category:Games and Category:Design.. todo: lots more work to do on this page INTELLIGENCE VS EXPERIENCE Intelligence vs Experience. Some people are really intelligent. They can look at a situation, come up with original creative solutions to problems, and cope with new and unexpected challenges. Some people are really experienced. They've seen a lot of similar situations before, and they know how things should go by pattern matching the current THE MIXED LINEAR COMPLEMENTARITY PROBLEM My 2004 Game Developers Conference lecture was titled Lemke's Algorithm: The Hammer in Your Math Toolbox.It was a pretty hard-core math lecture that turned out to be grossly mistitled in retrospect. I should have called it The Mixed Linear Complementarity Problem: The Hammer in Your Math Toolbox, because not only did I not talk about Lemke's Algorithm at all in the lecture, but also becauseTHE DEPTH JAM
ABSOLUTE VS RELATIVE SCALE Absolute vs Relative Scale. The greater danger for most of us lies not in setting our aim too high and falling short; but in setting our aim too low, and achieving our mark. I think it's quite useful to differentiate between the absolute scale and the relative scale when judging something. As an CHRIS HECKER'S WEBSITE Chris Hecker's Homepage. (more) "The good-enough is the enemy of the excellent." Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years. ABOUT/ME - CHRIS HECKER'S WEBSITESEE MORE ON CHRISHECKER.COMABOUT/WEBSITE
Around this time, I discovered MediaWiki, which is the wiki engine that runs Wikipedia. It's robust, open source and freely downloadable, actively developed, supports categories to get the relational database aspect of what I wanted, has inline TeX-based math typesetting (which will be increasingly important as I put more original content andRIGID BODY DYNAMICS
This is the introduction to the physics series. It covers the linear parts of 2D rigid body mechanics, and a little bit of numerical integration. This article covers 2D angular rigid body mechanics and the overall 2D dynamics algorithm. We finish off 2D physics with collision response, including the angular effects induced by acollision.
VECTOR CALCULUS
Vector calculus is one of the most useful branches of mathematics for game development. You could say it is the most important if you're willing to play it slightly fast and loose with definitions and include in it the subset of low-dimensional linear algebra that vector calculus relies on for a lot of its computation. Certainly for physics and any advanced graphics, it's vitally important. GAMES - CHRIS HECKER'S WEBSITE For now, check out Category:Games and Category:Design.. todo: lots more work to do on this page INTELLIGENCE VS EXPERIENCE Intelligence vs Experience. Some people are really intelligent. They can look at a situation, come up with original creative solutions to problems, and cope with new and unexpected challenges. Some people are really experienced. They've seen a lot of similar situations before, and they know how things should go by pattern matching the current THE MIXED LINEAR COMPLEMENTARITY PROBLEM My 2004 Game Developers Conference lecture was titled Lemke's Algorithm: The Hammer in Your Math Toolbox.It was a pretty hard-core math lecture that turned out to be grossly mistitled in retrospect. I should have called it The Mixed Linear Complementarity Problem: The Hammer in Your Math Toolbox, because not only did I not talk about Lemke's Algorithm at all in the lecture, but also becauseTHE DEPTH JAM
ABSOLUTE VS RELATIVE SCALE Absolute vs Relative Scale. The greater danger for most of us lies not in setting our aim too high and falling short; but in setting our aim too low, and achieving our mark. I think it's quite useful to differentiate between the absolute scale and the relative scale when judging something. As anABOUT/WEBSITE
Around this time, I discovered MediaWiki, which is the wiki engine that runs Wikipedia. It's robust, open source and freely downloadable, actively developed, supports categories to get the relational database aspect of what I wanted, has inline TeX-based math typesetting (which will be increasingly important as I put more original content and GAMES - CHRIS HECKER'S WEBSITE For now, check out Category:Games and Category:Design.. todo: lots more work to do on this page FAIR USE - CHRIS HECKER'S WEBSITE Here is a video of the rant, live at the session; thanks yet again to Steve Rabin for being my cameraman: YouTube. Chris Hecker. 677 subscribers. Subscribe. Fair Use, Live - Chris Hecker's GDC 2013 Rant. Watch later. Copy link. Info. MISCELLANEOUS TECHNICAL ARTICLES 1 Perspective Texture Mapping. 2 Compilers. 3 Memory Bandwidth. 4 Floating Point. 5 Blasts From the Past. I've written a number of articles for Game Developer Magazine over the years, and this is the place where you'll find the ones that don't get their own page. All of these articles are in PDF format, for better or for worse. ADVANCED PROTOTYPING Game prototyping is all the rage these days. Chaim Gingold and I gave a fun lecture at the 2006 Game Developers Conference titled, Advanced Prototyping.The material is based on our experience prototyping games, technology, and user interfaces for Spore and at the Indie Game Jam over the past 4 years. PLEASE FINISH YOUR GAME Please Finish Your Game. "Chris Hecker's rant about finishing your game seemed great until several years went by and he was the only one who hadn't finished his game." My rant at the 2010 Game Developers Conference was titled Please Finish Your Game. A gentleman in the MY LINER NOTES FOR SPORE My Liner Notes for Spore. This page is intended to be a sort of liner notes for my contributions to Spore. It's a place for me to write up miscellaneous development comments about the parts of the game I worked on, while they're still fresh in my mind. I think the game had over 80 people working on it towards the end, and it was indevelopment
ABSOLUTE VS RELATIVE SCALE Absolute vs Relative Scale. The greater danger for most of us lies not in setting our aim too high and falling short; but in setting our aim too low, and achieving our mark. I think it's quite useful to differentiate between the absolute scale and the relative scale when judging something. As an REAL-TIME MOTION RETARGETING TO HIGHLY VARIED USER-CREATED This paper introduces a novel system for animating characters whose morphologies are unknown at the time the animation is created. Our authoring tool allows animators to describe motion using familiar posing and key-framing methods. The system records the data in a morphology-independent form, preserving both the animation'sstructural
ELVIS HAS LEFT THE BUILDING I can't say that it was a shock, but it was still somewhat surprising. It's funny, you occasionally hear about people who were laid off, and from the safety of your CHRIS HECKER'S WEBSITE Chris Hecker's Homepage. (more) "The good-enough is the enemy of the excellent." Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years. ABOUT/ME - CHRIS HECKER'S WEBSITESEE MORE ON CHRISHECKER.COMVECTOR CALCULUS
Vector calculus is one of the most useful branches of mathematics for game development. You could say it is the most important if you're willing to play it slightly fast and loose with definitions and include in it the subset of low-dimensional linear algebra that vector calculus relies on for a lot of its computation. Certainly for physics and any advanced graphics, it's vitally important. GAMES - CHRIS HECKER'S WEBSITE For now, check out Category:Games and Category:Design.. todo: lots more work to do on this pageRIGID BODY DYNAMICS
This is the introduction to the physics series. It covers the linear parts of 2D rigid body mechanics, and a little bit of numerical integration. This article covers 2D angular rigid body mechanics and the overall 2D dynamics algorithm. We finish off 2D physics with collision response, including the angular effects induced by acollision.
FAIR USE - CHRIS HECKER'S WEBSITE Here is a video of the rant, live at the session; thanks yet again to Steve Rabin for being my cameraman: YouTube. Chris Hecker. 677 subscribers. Subscribe. Fair Use, Live - Chris Hecker's GDC 2013 Rant. Watch later. Copy link. Info. MISCELLANEOUS TECHNICAL ARTICLES 1 Perspective Texture Mapping. 2 Compilers. 3 Memory Bandwidth. 4 Floating Point. 5 Blasts From the Past. I've written a number of articles for Game Developer Magazine over the years, and this is the place where you'll find the ones that don't get their own page. All of these articles are in PDF format, for better or for worse. INTELLIGENCE VS EXPERIENCE Intelligence vs Experience. Some people are really intelligent. They can look at a situation, come up with original creative solutions to problems, and cope with new and unexpected challenges. Some people are really experienced. They've seen a lot of similar situations before, and they know how things should go by pattern matching the currentTHE DEPTH JAM
REAL-TIME MOTION RETARGETING TO HIGHLY VARIED USER-CREATED Real-time Motion Retargeting to Highly Varied User-Created Morphologies Chris Hecker∗Bernd Raabe† Ryan W. Enslow† John DeWeese† Maxis/Electronic Arts Jordan Maynard‡ Trion World Network CHRIS HECKER'S WEBSITE Chris Hecker's Homepage. (more) "The good-enough is the enemy of the excellent." Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years. ABOUT/ME - CHRIS HECKER'S WEBSITESEE MORE ON CHRISHECKER.COMVECTOR CALCULUS
Vector calculus is one of the most useful branches of mathematics for game development. You could say it is the most important if you're willing to play it slightly fast and loose with definitions and include in it the subset of low-dimensional linear algebra that vector calculus relies on for a lot of its computation. Certainly for physics and any advanced graphics, it's vitally important. GAMES - CHRIS HECKER'S WEBSITE For now, check out Category:Games and Category:Design.. todo: lots more work to do on this pageRIGID BODY DYNAMICS
This is the introduction to the physics series. It covers the linear parts of 2D rigid body mechanics, and a little bit of numerical integration. This article covers 2D angular rigid body mechanics and the overall 2D dynamics algorithm. We finish off 2D physics with collision response, including the angular effects induced by acollision.
FAIR USE - CHRIS HECKER'S WEBSITE Here is a video of the rant, live at the session; thanks yet again to Steve Rabin for being my cameraman: YouTube. Chris Hecker. 677 subscribers. Subscribe. Fair Use, Live - Chris Hecker's GDC 2013 Rant. Watch later. Copy link. Info. MISCELLANEOUS TECHNICAL ARTICLES 1 Perspective Texture Mapping. 2 Compilers. 3 Memory Bandwidth. 4 Floating Point. 5 Blasts From the Past. I've written a number of articles for Game Developer Magazine over the years, and this is the place where you'll find the ones that don't get their own page. All of these articles are in PDF format, for better or for worse. INTELLIGENCE VS EXPERIENCE Intelligence vs Experience. Some people are really intelligent. They can look at a situation, come up with original creative solutions to problems, and cope with new and unexpected challenges. Some people are really experienced. They've seen a lot of similar situations before, and they know how things should go by pattern matching the currentTHE DEPTH JAM
REAL-TIME MOTION RETARGETING TO HIGHLY VARIED USER-CREATED Real-time Motion Retargeting to Highly Varied User-Created Morphologies Chris Hecker∗Bernd Raabe† Ryan W. Enslow† John DeWeese† Maxis/Electronic Arts Jordan Maynard‡ Trion World Network CHRIS HECKER'S WEBSITE Chris Hecker's Homepage. (more) "The good-enough is the enemy of the excellent." Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years. ABOUT/ME - CHRIS HECKER'S WEBSITE Chris Hecker. definition six, inc. Chris focuses on solving hard problems at the intersection of gameplay, aesthetics, and technology. He is an outspoken advocate for pushing the current boundaries of design and interactivity, in the hope that games will eventually reach their full potential as a medium. To this end he helped organize theIndie
ABOUT/WEBSITE
Around this time, I discovered MediaWiki, which is the wiki engine that runs Wikipedia. It's robust, open source and freely downloadable, actively developed, supports categories to get the relational database aspect of what I wanted, has inline TeX-based math typesetting (which will be increasingly important as I put more original content and MISCELLANEOUS TECHNICAL ARTICLES 1 Perspective Texture Mapping. 2 Compilers. 3 Memory Bandwidth. 4 Floating Point. 5 Blasts From the Past. I've written a number of articles for Game Developer Magazine over the years, and this is the place where you'll find the ones that don't get their own page. All of these articles are in PDF format, for better or for worse. PLEASE FINISH YOUR GAME Please Finish Your Game. "Chris Hecker's rant about finishing your game seemed great until several years went by and he was the only one who hadn't finished his game." My rant at the 2010 Game Developers Conference was titled Please Finish Your Game. A gentleman in thePOTENTIAL UNREACHED
Potential Unreached was about how we need to start dealing with human scale interactions in games, and how this isn't a technical problem, it's just that we don't try to do it enough. I related my dismay at walking around E3 last year trying to find any games that allowed theplayer to
COLUMN VS ROW VECTORS Column vs Row Vectors. When you're doing math for graphics, physics, games, or whatever, you should use column vectors when you're representing points, differences between points, and the like. Symbolically, you should do this: , and do matrix-times-vector like this: v' = Mv, not v' = vM . REAL-TIME MOTION RETARGETING TO HIGHLY VARIED USER-CREATED This paper introduces a novel system for animating characters whose morphologies are unknown at the time the animation is created. Our authoring tool allows animators to describe motion using familiar posing and key-framing methods. The system records the data in a morphology-independent form, preserving both the animation'sstructural
ELVIS HAS LEFT THE BUILDING I can't say that it was a shock, but it was still somewhat surprising. It's funny, you occasionally hear about people who were laid off, and from the safety of your THE REAL PROBLEM WITH E3 2012 The real problem with E3 2012 is that everybody seems to think there was something—anything—substantially different about E3 2012 compared to previous years. I have been to E3 almost every year it has been going on. I don't even know how many of them I've been to. Ithink I
CHRIS HECKER'S WEBSITE Chris Hecker's Homepage. (more) "The good-enough is the enemy of the excellent." Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years. ABOUT/ME - CHRIS HECKER'S WEBSITESEE MORE ON CHRISHECKER.COMABOUT/WEBSITE
Around this time, I discovered MediaWiki, which is the wiki engine that runs Wikipedia. It's robust, open source and freely downloadable, actively developed, supports categories to get the relational database aspect of what I wanted, has inline TeX-based math typesetting (which will be increasingly important as I put more original content and GAMES - CHRIS HECKER'S WEBSITE For now, check out Category:Games and Category:Design.. todo: lots more work to do on this pageVECTOR CALCULUS
Vector calculus is one of the most useful branches of mathematics for game development. You could say it is the most important if you're willing to play it slightly fast and loose with definitions and include in it the subset of low-dimensional linear algebra that vector calculus relies on for a lot of its computation. Certainly for physics and any advanced graphics, it's vitally important. FAIR USE - CHRIS HECKER'S WEBSITE Here is a video of the rant, live at the session; thanks yet again to Steve Rabin for being my cameraman: YouTube. Chris Hecker. 677 subscribers. Subscribe. Fair Use, Live - Chris Hecker's GDC 2013 Rant. Watch later. Copy link. Info. MISCELLANEOUS TECHNICAL ARTICLES 1 Perspective Texture Mapping. 2 Compilers. 3 Memory Bandwidth. 4 Floating Point. 5 Blasts From the Past. I've written a number of articles for Game Developer Magazine over the years, and this is the place where you'll find the ones that don't get their own page. All of these articles are in PDF format, for better or for worse.RIGID BODY DYNAMICS
This is the introduction to the physics series. It covers the linear parts of 2D rigid body mechanics, and a little bit of numerical integration. This article covers 2D angular rigid body mechanics and the overall 2D dynamics algorithm. We finish off 2D physics with collision response, including the angular effects induced by acollision.
INTELLIGENCE VS EXPERIENCE Intelligence vs Experience. Some people are really intelligent. They can look at a situation, come up with original creative solutions to problems, and cope with new and unexpected challenges. Some people are really experienced. They've seen a lot of similar situations before, and they know how things should go by pattern matching the currentTHE DEPTH JAM
CHRIS HECKER'S WEBSITE Chris Hecker's Homepage. (more) "The good-enough is the enemy of the excellent." Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years. ABOUT/ME - CHRIS HECKER'S WEBSITESEE MORE ON CHRISHECKER.COMABOUT/WEBSITE
Around this time, I discovered MediaWiki, which is the wiki engine that runs Wikipedia. It's robust, open source and freely downloadable, actively developed, supports categories to get the relational database aspect of what I wanted, has inline TeX-based math typesetting (which will be increasingly important as I put more original content and GAMES - CHRIS HECKER'S WEBSITE For now, check out Category:Games and Category:Design.. todo: lots more work to do on this pageVECTOR CALCULUS
Vector calculus is one of the most useful branches of mathematics for game development. You could say it is the most important if you're willing to play it slightly fast and loose with definitions and include in it the subset of low-dimensional linear algebra that vector calculus relies on for a lot of its computation. Certainly for physics and any advanced graphics, it's vitally important. FAIR USE - CHRIS HECKER'S WEBSITE Here is a video of the rant, live at the session; thanks yet again to Steve Rabin for being my cameraman: YouTube. Chris Hecker. 677 subscribers. Subscribe. Fair Use, Live - Chris Hecker's GDC 2013 Rant. Watch later. Copy link. Info. MISCELLANEOUS TECHNICAL ARTICLES 1 Perspective Texture Mapping. 2 Compilers. 3 Memory Bandwidth. 4 Floating Point. 5 Blasts From the Past. I've written a number of articles for Game Developer Magazine over the years, and this is the place where you'll find the ones that don't get their own page. All of these articles are in PDF format, for better or for worse.RIGID BODY DYNAMICS
This is the introduction to the physics series. It covers the linear parts of 2D rigid body mechanics, and a little bit of numerical integration. This article covers 2D angular rigid body mechanics and the overall 2D dynamics algorithm. We finish off 2D physics with collision response, including the angular effects induced by acollision.
INTELLIGENCE VS EXPERIENCE Intelligence vs Experience. Some people are really intelligent. They can look at a situation, come up with original creative solutions to problems, and cope with new and unexpected challenges. Some people are really experienced. They've seen a lot of similar situations before, and they know how things should go by pattern matching the currentTHE DEPTH JAM
CHRIS HECKER'S WEBSITE Chris Hecker's Homepage. (more) "The good-enough is the enemy of the excellent." Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years.ABOUT/WEBSITE
Around this time, I discovered MediaWiki, which is the wiki engine that runs Wikipedia. It's robust, open source and freely downloadable, actively developed, supports categories to get the relational database aspect of what I wanted, has inline TeX-based math typesetting (which will be increasingly important as I put more original content andRIGID BODY DYNAMICS
This is the introduction to the physics series. It covers the linear parts of 2D rigid body mechanics, and a little bit of numerical integration. This article covers 2D angular rigid body mechanics and the overall 2D dynamics algorithm. We finish off 2D physics with collision response, including the angular effects induced by acollision.
ADVANCED PROTOTYPING Advanced Prototyping. Game prototyping is all the rage these days. Chaim Gingold and I gave a fun lecture at the 2006 Game Developers Conference titled, Advanced Prototyping. The material is based on our experience prototyping games, technology, and user interfaces for Spore and at the Indie Game Jam over the past 4 years. Here's theabstract
HOW TO SIMULATE A PONYTAIL Constrained Dynamics in 4 Easy Steps; Start out with the matrix version of Newton's f=ma, with explicit known external forces, f e, and unknown constraint forces, f c. (1) Form the constraint equations for the state vector q, and differentiate them twice. (2) CAN A COMPUTER MAKE YOU CRY? Towards a language of dreams. In short, we are finding that the computer can be more than just a processor of data. It is a communications medium: an interactive tool that can bring people's thoughts and feelings closer together, perhaps closer than ever before. And while fifty years from now, its creation may seem no moreimportant than the
METRICS FETISHISM
In my recent lecture, Achievements Considered Harmful?, I ranted briefly about what I call metrics fetishism, and how's it's taking over game design and how we should be careful. In the old days, people designed games by their instinct and intuition.Notice I didn't say the "good old days", it was just how things were done.THE DEPTH JAM
The Depth Jam. Last week—May 17 th through 20 th, 2012, to be precise— Jonathan Blow, Daniel Benmergui, Marc ten Bosch, and I spent four days in a rented house in Stinson Beach, California, at an event we called the Depth Jam. During these four days, we talked about, playtested, designed, and programmed our video games inalternating
COLUMN VS ROW VECTORS Column vs Row Vectors. When you're doing math for graphics, physics, games, or whatever, you should use column vectors when you're representing points, differences between points, and the like. Symbolically, you should do this: , and do matrix-times-vector like this: v' = Mv, not v' = vM . THE REAL PROBLEM WITH E3 2012 The real problem with E3 2012 is that everybody seems to think there was something—anything—substantially different about E3 2012 compared to previous years. I have been to E3 almost every year it has been going on. I don't even know how many of them I've been to. Ithink I
HOMEPAGE
From Chris Hecker's Website Jump to navigation Jump to search CHRIS HECKER'S HOMEPAGERECENT CHANGES
* MAR 29, 2013
* 19:39 - FAIR USE (edit)* MAR 26, 2013
* 23:49 - NO ONE KNOWS ABOUT YOUR GAME(edit)
* JUN 19, 2012
* 21:50 - THE REAL PROBLEM WITH E3 2012(edit)
* MAY 24, 2012
* 17:47 - THE DEPTH JAM (edit)* MAR 11, 2012
* 23:17 - THE DYSFUNCTIONAL THREE-WAY(edit)
_(more...)_
> _"The good-enough is the enemy of the excellent."_>
> - John Miles
Welcome to my website. Here you'll find my writing, programming, design, art, and other miscellanea usually, but not always, relating to game development. I made my original website in 1997, and then proceeded to not update it for 9 years. I finally got around to making this new one, and I'm really happy with the way it's turning out. _(WELL, EXCEPT RIGHT THIS INSTANT BECAUSE I HAD TO UPDATE SOME SERVER STUFF AND THAT BROKE EVERYTHING INCLUDING MY FANCY SKIN SO NOW IT LOOKS LIKE MY FIRST WIKI...)_ I use MediaWiki as the engine for the site, and I'm excited to use tons of amazing Web 2.0 technology to create a website that looks exactly like my old hand-coded site, made with emacs and raw html, 10 years ago! Now _that_ is progress! If you're interested in the gory details, you can read more about it.
I hope you enjoy my work. Most of the material on this site is from my lectures at the Game Developers Conference and other conferences, my articles in Game Developer Magazine , and my exploration of game technology and design. I went to the trouble to set up this fancy database-driven website so I could put original material up more frequently, so we'llsee how that goes.
I believe it's incredibly important for game developers—and everybody, really—to openly share information about their craft, whether you're an artist, programmer, designer, musician, business person, or whatever. I've always had an amazing return on investment from sharing information...the more I share, the more I get back in terms of goodwill, learning new information from others, and meeting interesting people. But, more importantly, sharing information moves our art form and industry forward faster, which benefits usall.
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If you're new here, you can start by... * looking at the Recent Changes page, or * checking out the various categories I use for thepages on this site.
* If you're curious, you can find out more about me orthis site .
* You could also read my opinions if you are into thatsort of thing.
* You can search the site , * subscribe to changes by email or rss/atom, * or just browse all the pages on the site . If you find any bugs in my pages, erroneous information, or if you have suggestions or feedback in general, please contact me . Thanks for stopping by!Retrieved from
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