Game Dev

April 11, 2021

http://downloads.gamedev.net/pdf/gpbb

Game of Life

https://github.com/armytricks/GameOfLife/blob/master/GameOfLifeSimulation/main.cpp

Video of Implementation in C -- https://www.youtube.com/watch?v=ndAfWKmKF34

algorithms -- https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life#Algorithms

https://www.drdobbs.com/jvm/an-algorithm-for-compressing-space-and-t/184406478?pgno=2 -- detailed efficient game of life using hashlife

Books

Rob Pike's 5 Rules of Programming

  • Rule 1. You can't tell where a program is going to spend its time. Bottlenecks occur in surprising places, so don't try to second guess and put in a speed hack until you've proven that's where the bottleneck is.

  • Rule 2. Measure. Don't tune for speed until you've measured, and even then don't unless one part of the code overwhelms the rest.

  • Rule 3. Fancy algorithms are slow when n is small, and n is usually small. Fancy algorithms have big constants. Until you know that n is frequently going to be big, don't get fancy. (Even if n does get big, use Rule 2 first.)

  • Rule 4. Fancy algorithms are buggier than simple ones, and they're much harder to implement. Use simple algorithms as well as simple data structures.

  • Rule 5. Data dominates. If you've chosen the right data structures and organized things well, the algorithms will almost always be self-evident. Data structures, not algorithms, are central to programming.

Pike's rules 1 and 2 restate Tony Hoare's famous maxim "Premature optimization is the root of all evil." Ken Thompson rephrased Pike's rules 3 and 4 as "When in doubt, use brute force.". Rules 3 and 4 are instances of the design philosophy KISS. Rule 5 was previously stated by Fred Brooks in The Mythical Man-Month. Rule 5 is often shortened to "write stupid code that uses smart objects". -- https://users.ece.utexas.edu/~adnan/pike.html

Red Blob Games

Really great visuals and walk-through on algorithms and math subjects focussed around game dev.

https://www.redblobgames.com/