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August
- August 31, 2016 » #gdc13 #review The Science Behind Shaping Player Behavior in Online Games
- August 31, 2016 » #gdc13 #review Simulating a City, One Page at a Time
- August 31, 2016 » #gdc13 #review Network Serialization and Routing in World of Warcraft
- August 31, 2016 » #gdc13 #review Counterplay and Teamplay in Multiplayer Game Design
- August 29, 2016 » #gdc13 #review Skylanders SWAP Force Visual Development: A Toolkit for Artists
- August 29, 2016 » #gdc13 #review Implementing a Rewindable Instant Replay System for Temporal Debugging
- August 29, 2016 » #gdc13 #review Horizon and Beyond: A Look into Tomb Raider's Tools
- August 29, 2016 » #gdc13 #review Guild Wars 2: Scaling from One to Millions
- August 28, 2016 » #gdc13 #review Under the Hood of Blizzard's Internal Build System
- August 28, 2016 » #gdc13 #review Steering with Context Behaviours
- August 28, 2016 » #gdc13 #review Managing the Movement: Getting Your Animation Behaviors to Behave Better
- August 28, 2016 » #gdc13 #review Loading Based on Imperfect Data
- August 27, 2016 » #gdc12 #review Terrain in Battlefield 3: A Modern, Complete and Scalable System
- August 27, 2016 » #gdc12 #review Robustification through introspection and analysis tools
- August 27, 2016 » #gdc12 #review Developing Imperfect Software: How to Prepare for Production Pipeline Failure
- August 27, 2016 » #gdc12 #review Crowds in Hitman: Absolution
- August 25, 2016 » #gdc12 #review Solving Rigid Body Contacts
- August 25, 2016 » #gdc12 #review It Stinks and I Don't Like It: Making a Better Engine Experience At Insomniac Games
- August 25, 2016 » #gdc12 #review Diablo 3 Ragdolls: How to smack a demon
- August 24, 2016 » #gdc12 #review Breaking the Rules of Game Design: when to go against Autonomy, Competence, and Relatedness
- August 24, 2016 » #gdc12 #review Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way
- August 24, 2016 » #gdc12 #review Animation-Driven Locomotion For Smoother Navigation
- August 21, 2016 » #whisper '제 말을 잘못 이해하신 거 같은데’ 대신
- August 21, 2016 » #bts #review 언차티드 4(Uncharted) 메이킹 영상
- August 19, 2016 » #github Boxen - 실행, 커피 한잔, 작업 환경 구축 끝
- August 18, 2016 » #gdc11 #review Levelshop: From Grid Paper to Playable Whiteboxes on demand from 2D Drawings
- August 17, 2016 » #gdc11 #review The Data Cracker: Building a DEAD SPACE 2 Visual Game Analytic Tool
- August 17, 2016 » #gdc11 #review Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience
- August 17, 2016 » #gdc11 #review Anti-aliasing from a Different Perspective
- August 16, 2016 » #gdc11 #review Beyond Horror: Art Directing DEAD SPACE 2
- August 16, 2016 » #gdc11 #review Automated Level of Detail Generation for HALO: REACH
- August 16, 2016 » #gdc11 #review Animating NPC's in UNCHARTED
- August 15, 2016 » #gdc11 #review Mega Meshes - Modeling, Rendering and Lighting a World Made of 100 Billion Polygons
- August 15, 2016 » #gdc11 #review HALO: REACH Effects Tech
- August 15, 2016 » #gdc11 #review Culling the Battlefield: Data Oriented Design in Practice
- August 15, 2016 » #bts God of War 3 메이킹 영상
- August 14, 2016 » #gdc10 #review Uncharted 2 Art Direction
- August 14, 2016 » #gdc10 #review The Asset pipeline for Just Cause 2: Lessons learned
- August 14, 2016 » #gdc10 #review One-Page Designs
- August 12, 2016 » #gdc10 #review Development Telemetry in Video Games Projects
- August 12, 2016 » #gdc10 #review Data is a Four-Letter Word
- August 11, 2016 » #gdc10 #review Go With the Flow! Fluid and Particle Physics in PixelJunk Shooter
- August 11, 2016 » #gdc10 #review Designing for Performance, Scalability & Reliability: StarCraft II's Approach
- August 9, 2016 » #bts 언차티드 3(Uncharted) 메이킹 영상
- August 9, 2016 » #bts 언차티드 2(Uncharted) 메이킹 영상
- August 6, 2016 » #cpp #visual_studio 내가 warning level 4로 만들어 봐서 아는데
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October
- October 26, 2009 » #book 프로그래밍 심리학 - 프로그래밍은 사람이 한다
- October 25, 2009 » #book UML, 실전에서는 이것만 쓴다. - 로버트 마틴(엉클 밥)이 썼다. 끝
- October 23, 2009 » #book 프로그램은 왜 실패하는가? - 디버깅 이론서, 지겨울 수도 있다
- October 23, 2009 » #book 실용주의 프로그래머를 위한 단위 테스트 with JUnit - 테스트 가이드 라인이 굿!
- October 19, 2009 » #review Google C++ Style Guide
- October 17, 2009 » #slides 실전 윈도우 디버깅 13. 포스트모템 디버깅
- October 9, 2009 » #review 효과적인 3D 익스포터 디자인: 아티스트를 완전히 만족시킬 수 있는 방법
- October 1, 2009 » #book 데드라인 / 톰 디마르코 - 소설로 재미있게 읽는 프로젝트 관리
September
- September 30, 2009 » #code_review 어깨너머 리뷰보단 코드 리뷰 툴을 사용하는 게 낫지 않을까?
- September 29, 2009 » #cpp #idioms Nifty Counter
- September 28, 2009 » #review 범프매핑의 개량형 - 니시카와 젠지
- September 27, 2009 » 그래픽스 아티클의 인상적인 결론 - 샘플링 횟수, 읽은 픽셀당 기록 횟수
- September 26, 2009 » #review GPU와 셰이더 기술의 기초지식 - 니시카와 젠지
- September 26, 2009 » #slides GPU Gems3 Ch28. Practical Post Process Depth Of Field
- September 25, 2009 » #slides 프로그램은 왜 실패하는가? 7. 오류 연역
- September 25, 2009 » #review 디자인은 죽었는가? - 마틴 파울러(Is Design Dead? - Martin Fowler)
- September 24, 2009 » #slides UML 적절하게 사용하기
- September 22, 2009 » #cpp #idioms Construct On First Use
- September 9, 2009 » #term 버그(bug)보다 더 정확한 용어를 사용하자
- September 8, 2009 » #64bit 포팅 - 32비트 포인터들이여 안녕
- September 8, 2009 » #term memoization, 메모이제이션
August
June
May
April
- April 29, 2009 » #review 해커 문화의 뿌리를 찾아서 - developerWorks
- April 29, 2009 » #cpp #idioms Pimpl
- April 27, 2009 » #book Effective STL - 경험이나 소스 분석을 통해 배우는 걸 다이렉트로 가르쳐주는 책
- April 27, 2009 » #stl istreambuf_iterator, ostreambuf_iterator : 서식화(formatted)하지 않는 입출력
- April 24, 2009 » #book Beautiful Code - 아름다운 코드를 쉽게 느낄 수 있는건 아니구나
- April 23, 2009 » #stl 상등 관계(equality)와 동등 관계(equivalence)의 차이 파악
- April 19, 2009 » 큐브 - 머리가 안 돌아가면 이거라도 돌려야지
- April 14, 2009 » #stl 반복자 어댑터(Iterator Adaptors) - inserter(), back_inserter(), front_inserter()
- April 13, 2009 » #stl 정렬된 컨테이너의 검색 알고리즘 : upper_bound(), lower_bound(), equal_range(), binary_search()
- April 5, 2009 » #term 윈도우즈 컨트롤(controls) 이름 정리
- April 4, 2009 » #stl 함수 어댑터(function adaptor, adapter) - not1, bind1st, ptr_fun, mem_fun
March
- March 31, 2009 » #slides Deferred Shading Overview
- March 29, 2009 » #slides #sicp 4.4 논리로 프로그램 짜기
- March 26, 2009 » #stl VS 2005의 std::string 구현(딩컴웨어 STL)
- March 26, 2009 » #review 초보 개발자를 위한 오픈 소스 라이선스 길잡이
- March 20, 2009 » #stl copy_if 알고리즘 구현
- March 19, 2009 » #stl 정렬 알고리즘(sort, stable_sort, partial_sort, nth_element)
- March 16, 2009 » #slides #sicp 3.4 병행성 : 시간은 중요하다
- March 7, 2009 » #stl auto_ptr - 조심히 사용해야 하는 스마트 포인터
- March 4, 2009 » #stl accumulate - 수치 알고리즘
- March 3, 2009 » #review 이슈 트래커 개발자가 들려주는 이슈 트래커 이야기
- March 1, 2009 » #term predicate, 술어
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