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<title>GameArchitect.Net</title> 
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<description>Musings on game engine structure and design</description> 
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<copyright>Copyright 2004 Kyle Wilson.</copyright>
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<title>Change Of Address</title>
<link>http://www.gamearchitect.net/Articles/ChangeOfAddress.html</link>
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<![CDATA[
Noel suggested that I post one last update to the CityDesk version of GameArchitect for the benefit of anyone still watching the RSS feed.&nbsp; I've switched to using WordPress for new entries.&nbsp; The new site can still be found at <a href="http://www.gamearchitect.net">www.gamearchitect.net</a>.&nbsp; The new RSS feed is available at <a href="http://gamearchitect.net/feed/">http://gamearchitect.net/feed/</a>.&nbsp; Enjoy!
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<title>The Flow of Intentional Gameplay (or why the Wii is winning, yet people still don't play Rock Paper Scissors Lizard Spock)</title>
<link>http://www.gamearchitect.net/Articles/IntentionalGameplay.html</link>
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I'm not a game designer, nor do I play one on TV.&nbsp; As a core technology engineer, I spend most of my time dealing with the infrastructure of game programming:&nbsp; resource management, concurrency, serialization and scene hierarchy.&nbsp; On the other hand, I've developed games for many years now, and it's hard not to form opinions.
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<title>Software Is Hard</title>
<link>http://www.gamearchitect.net/Articles/SoftwareIsHard.html</link>
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<img style="MARGIN-LEFT: 5px" height="128" alt="" src="Images/oldbridgesmall.jpg" width="150" align="right" border="0" />"Software is hard," reads the quote from Donald Knuth that opens Scott Rosenberg's <em><a href="http://www.amazon.com/Dreaming-Code-Programmers-Transcendent-Software/dp/1400082463/ref=pd_bbs_sr_1/103-3547675-0278239?ie=UTF8&amp;s=books&amp;qid=1188350428&amp;sr=8-1">Dreaming in Code</a></em>.&nbsp;&nbsp;The 400 pages that follow examine why:&nbsp; Why is software in a never-ending state of crisis?&nbsp; Why do most projects end up horribly over-budget or cancelled or both?&nbsp; Why can't we ship code without bugs?&nbsp; Why, everyone asks, can't we build software the same way we build bridges?
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<title>Fracture</title>
<link>http://www.gamearchitect.net/Articles/Fracture.html</link>
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The game that I'm working on has just been announced!&nbsp; To learn all about it, visit the official site for <a href="http://www.lucasarts.com/games/fracture/">Fracture</a>.&nbsp; We're only a year and a half in, with a year of development still to go, but it's without a doubt the best game I've ever worked on.
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<title>GDC 2007</title>
<link>http://www.gamearchitect.net/Articles/GDC2007.html</link>
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<img style="MARGIN-RIGHT: 5px" height="110" alt="" src="Images/goldengatesmall.jpg" width="150" align="left" border="0" />It's Game Developers Conference season again.&nbsp; The show was more crowded than I've ever seen it.&nbsp; Attendance was probably somewhere between 13,000 and 15,000.&nbsp; That's a couple thousand more than filled Arrowhead Pond to watch welterweight champ Matt Hughes finish BJ Penn at UFC 63.
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<title>Why C++?</title>
<link>http://www.gamearchitect.net/Articles/WhyC++.html</link>
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A number of different on-line forums have seen recent discussion of whether C++ is a wise language choice for game development.&nbsp; The dominance of C++ has been overwhelming.&nbsp; But if on-line discussion is any indication, there's also a good deal of dissatisfaction.&nbsp; Given all this discontent...&nbsp; Why C++?&nbsp; Why has it been so successful, and does the language deserve to see that success continue?
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<title>Exceptions and Error Codes</title>
<link>http://www.gamearchitect.net/Articles/ExceptionsAndErrorCodes.html</link>
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<img style="MARGIN-LEFT: 5px" height="163" alt="" src="Images/acesmall.gif" width="130" align="right" border="0" />As software engineers, we are admonished by the doyens of C++ programming that the correct way to report error conditions is to throw exceptions.&nbsp; As game developers, we are the heirs to a vast body of common wisdom holding that exception handling overhead is too expensive for high-performance games, and that error codes are the only acceptable mechanism for propagating errors in game code.&nbsp; What should we believe?
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<title>GDC 2006</title>
<link>http://www.gamearchitect.net/Articles/GDC2006.html</link>
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GDC 2006, in San Jose, was my fifth GDC.&nbsp; They're all starting to run together at this point, and this year's GDC was, as always, huge, frustrating, inspirational, boring, fascinating and exhausting in random measure.
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<title>Managing Concurrency:&nbsp; Latent Futures, Parallel Lives</title>
<link>http://www.gamearchitect.net/Articles/ManagingConcurrency1.html</link>
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Software development has reached an inflection point.&nbsp; The code that we write, and the hardware that it runs on, are undergoing a <img style="MARGIN-RIGHT: 5px" height="140" alt="" src="Images/pipessmall.gif" width="200" align="left" border="0" />revolutionary change.&nbsp; The future is multi-core architectures and, for anyone writing performance-critical applications, multi-threaded programming.&nbsp; And game developers have to deal with this sooner than most.
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<title>A Streaming Bestiary</title>
<link>http://www.gamearchitect.net/Articles/StreamingBestiary.html</link>
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Unstreamed loading is not a competitiv<img style="MARGIN-LEFT: 5px" height="200" alt="" src="Images/streamsmall.gif" width="140" align="right" border="0" />e option for titles on the coming generation of consoles.&nbsp; The more detailed our world is--the more immersive it is--the more dense it will be.&nbsp;&nbsp;That means that if we don't do streaming, we'll have to interrupt the player's immersive experience that much more often with a loading screen.&nbsp;&nbsp;I'm going to discuss how we can keep players immersed in our games by streaming data off disk, some of the tradeoffs involved in different streaming approaches, and how game design interacts with streaming systems.
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