サクサク読めて、アプリ限定の機能も多数!
トップへ戻る
世界禁煙デー
pikuma.com
This course is a deep dive into the world of PlayStation programming! We'll explore the PS1 hardware, understand its sub-components, and learn how to code games using MIPS assembler & the C programming language. We'll also learn how to use a PS1 SDK library paired with a modern development toolchain to be more productive and push fast polygons out of our console. We are about to enter the 5th gene
Understanding the Origins and the Evolution of Vi & Vim The history of both Vi & Vim goes hand in hand with the history of open-source software itself. This article is a trip back to the origins of UNIX text editors. Let's look at the important players and historical events that shaped their evolution. I went to East London last week to visit my wife's alma mater, Queen Mary University. As I stopp
Fundamental Math for Game Developers The range of mathematics we can use as programmers is quite broad; no single course could cover it. This article is a high-level overview of some of the most important math topics we use as gamedevs. We'll discuss math education, review useful math topics in CS, and present methods we can use to improve the way we learn math. Programming and mathematics are top
Learn how to develop games for the original PlayStation using MIPS Assembly and C.
Isometric Projection in Game Development Playing isometric games is super fun, but understanding the theory behind isometric projection is also extremely important for any beginner game developer. Programming isometric worlds is a huge topic, so I'll try to be as beginner-friendly as possible and cover the basics we need to learn how isometric projection is used in game development! I was talking
このページを最初にブックマークしてみませんか?
『Pikuma: Fundamentals of computer science and mathematics』の新着エントリーを見る
j次のブックマーク
k前のブックマーク
lあとで読む
eコメント一覧を開く
oページを開く