Simulating a Loaded Dice in a Constant Time

Original Author: Jaewon Jung A fair dice can be easily simulated with rand() function(or C++11 std::uniform_int_distribution) and integer modulo arithmetic. Then how about a loaded dice(a dice with a non-uniform probability for each face)? No sweat. Just partition a normalized range of 0.0 to 1.0 according to each probability and bin the result of a … Continue reading “Simulating a Loaded Dice in a Constant Time”

It’s Not Rocket Surgery–Managing Teams Across Disciplines and Under Pressure

Original Author: Simon Cooke I recently had the pleasure of presenting a talk at GDC 2012 in the Producer Boot Camp tutorials track on how to be a producer in the games industry. Well, that and the kinds of issues you’ll see as teams grow and evolve over time. I’ve got the slides up online … Continue reading “It’s Not Rocket Surgery–Managing Teams Across Disciplines and Under Pressure”

Extravagant Cheating via Direct X

Original Author: Forrest Smith Online PC gaming is known for being full of dirty cheaters. Cheats can be implemented through many methods from simple to impressively complex. Macros, hex editing, memory inspection, memory modification, DLL injection, network manipulation, packet modification, and lord knows how many more. These various methods are then used to implement cheats … Continue reading “Extravagant Cheating via Direct X”

There are eight million blogs about Mass Effect’s ending. This is one of them.

Original Author: Kyle-Kulyk When Mass Effect 3 was released earlier this month it was met with much anticipation and critical praise as the popular space epic concluded.  Immediately, however, a certain subset of fans became enraged by some of the decisions Bioware made with respect to the series.  Even before the game was announced fans … Continue reading “There are eight million blogs about Mass Effect’s ending. This is one of them.”