Dysnomia Games Game design, problem solving, graphics and audio

21Feb/160

Tiny, blurry pictures find the limits of computer image recognition | Ars Technica

 

 

Tiny, blurry pictures find the limits of computer image recognition | Ars Technica.

30May/120

11 Tools to Instantly Code Faster | Nettuts+

 

 

11 Tools to Instantly Code Faster | Nettuts+.

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30May/120

20 lines of code that will beat A/B testing every time – Steve Hanovs Programming Blog

20 lines of code that will beat A/B testing every time - Steve Hanovs Programming Blog.

I've been pondering similar things in the context of games, namely to have the game adapt to your play style.  This has been attempted many times, some more successful than others, but this simple approach could be useful as a component of a larger system.

28May/120

Juice it or lose it – a talk by Martin Jonasson & – YouTube

Juice it or lose it - a talk by Martin Jonasson & - YouTube.

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28May/120

Future of Game Graphics: VFX Tech Demo – YouTube

Future of Game Graphics: VFX Tech Demo - YouTube.

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24May/120

Why should I have written ZeroMQ in C, not C++ – 250bpm

Why should I have written ZeroMQ in C, not C++ - 250bpm.

24May/120

Indie Marketing 101: The Right (And Wrong) Ways To Market Your Indie Game | The Indie Game Magazine – Indie Game Reviews, Previews, News & Downloads

 

 

Indie Marketing 101: The Right (And Wrong) Ways To Market Your Indie Game | The Indie Game Magazine - Indie Game Reviews, Previews, News & Downloads.

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24May/120

GDC 2012 slides “Advanced Procedural Rendering”

get my slides from GDC2012. « direct to video.

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24May/120

Gaussian Blur Shader (GLSL)

Just collecting a couple of links for later reference.

3-Blog: Gaussian Blur Shader (GLSL).

and at gamerendering.com

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24May/120

Hartverdrahtet – Infinite complexity in 4096 Bytes – winner of the PC 4kB intro comp

 

 

Hartverdrahtet – Infinite complexity in 4096 Bytes - winner of the PC 4kB intro comp.