<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.7.4">Jekyll</generator><link href="https://raphaeldhwang.github.io/atom.xml" rel="self" type="application/atom+xml" /><link href="https://raphaeldhwang.github.io/" rel="alternate" type="text/html" /><updated>2018-09-25T15:47:55+00:00</updated><id>https://raphaeldhwang.github.io/</id><title type="html">Raphael’s Homepage</title><subtitle></subtitle><author><name>Raphael D. Hwang</name><email>raphaeldhwang@gmail.com</email></author><entry><title type="html">Game Engine Architecture, 3rd Edition</title><link href="https://raphaeldhwang.github.io/notes/book/game-engine-arthitecture-3e/" rel="alternate" type="text/html" title="Game Engine Architecture, 3rd Edition" /><published>2018-09-25T10:06:00+00:00</published><updated>2018-09-25T10:06:00+00:00</updated><id>https://raphaeldhwang.github.io/notes/book/game-engine-arthitecture-3e</id><content type="html" xml:base="https://raphaeldhwang.github.io/notes/book/game-engine-arthitecture-3e/">&lt;p&gt;This is a note of &lt;em&gt;Game Engine Architecture&lt;/em&gt;, 3rd Edition written by Jason Gregory.&lt;/p&gt;

&lt;div id=&quot;entry-table-of-contents&quot; class=&quot;toc-wrapper&quot;&gt;
  &lt;h2 id=&quot;toc-toggle&quot; class=&quot;no_toc&quot;&gt;
  Table of Contents &lt;i class=&quot;toc-toggle-icon fas fa-chevron-down&quot;&gt;&lt;/i&gt;
&lt;/h2&gt;
&lt;ol id=&quot;markdown-toc&quot;&gt;
  &lt;li&gt;&lt;a href=&quot;#part-1-foundation&quot; id=&quot;markdown-toc-part-1-foundation&quot;&gt;Part 1. Foundation&lt;/a&gt;    &lt;ol&gt;
      &lt;li&gt;&lt;a href=&quot;#chapter-1-introduction&quot; id=&quot;markdown-toc-chapter-1-introduction&quot;&gt;Chapter 1. Introduction&lt;/a&gt;&lt;/li&gt;
    &lt;/ol&gt;
  &lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;#chapter-2-tool-of-the-trade&quot; id=&quot;markdown-toc-chapter-2-tool-of-the-trade&quot;&gt;Chapter 2. Tool of the Trade&lt;/a&gt;    &lt;ol&gt;
      &lt;li&gt;&lt;a href=&quot;#22-compilers-linkers-and-ides&quot; id=&quot;markdown-toc-22-compilers-linkers-and-ides&quot;&gt;2.2 Compilers, Linkers and IDEs&lt;/a&gt;&lt;/li&gt;
    &lt;/ol&gt;
  &lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;part-1-foundation&quot;&gt;Part 1. Foundation&lt;/h2&gt;
&lt;h3 id=&quot;chapter-1-introduction&quot;&gt;Chapter 1. Introduction&lt;/h3&gt;

&lt;p&gt;What is game?&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;1979: toy&lt;/li&gt;
  &lt;li&gt;Today (2018): multi-billion-dollar mainstream industry&lt;/li&gt;
&lt;/ul&gt;

&lt;blockquote&gt;
  &lt;p&gt;In this book you will learn:&lt;/p&gt;

  &lt;ul&gt;
    &lt;li&gt;how real industrial-strength production game engines are architected;&lt;/li&gt;
    &lt;li&gt;how game development teams are organized and work in the real world;&lt;/li&gt;
    &lt;li&gt;which major subsystems and design patterns appear again and again in virtually every game engine;&lt;/li&gt;
    &lt;li&gt;the typical requirements for each major subsystem;&lt;/li&gt;
    &lt;li&gt;which subsystems are genre- or game-agnostic, and which ones are typically designed explicitly for a specific genre or game; and&lt;/li&gt;
    &lt;li&gt;where the engine normally ends and the game begins.&lt;/li&gt;
  &lt;/ul&gt;
&lt;/blockquote&gt;

&lt;h2 id=&quot;chapter-2-tool-of-the-trade&quot;&gt;Chapter 2. Tool of the Trade&lt;/h2&gt;

&lt;h3 id=&quot;22-compilers-linkers-and-ides&quot;&gt;2.2 Compilers, Linkers and IDEs&lt;/h3&gt;

&lt;p&gt;The machine code in an object file is:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;em&gt;relocatable&lt;/em&gt;, meaning that the memory addresses at which the code resides have not yet been determined, and&lt;/li&gt;
  &lt;li&gt;&lt;em&gt;unlinked&lt;/em&gt;, meaning that any external references to functions and global data have not yet been resolved.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Some useful compiling tags:&lt;/p&gt;

&lt;div class=&quot;highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;$clang --std=c++14 foo.cpp -o foo.o --Wall -O0 -g
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;where &lt;code class=&quot;highlighter-rouge&quot;&gt;--Wall&lt;/code&gt; turns on all warnings, &lt;code class=&quot;highlighter-rouge&quot;&gt;-O0&lt;/code&gt; turns off all optimizations, and &lt;code class=&quot;highlighter-rouge&quot;&gt;-g&lt;/code&gt; generates debugging information. In Windows, the similar command line is like that:&lt;/p&gt;

&lt;div class=&quot;highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;cl /c foo.cpp /Fo foo.obj /Wall /Od /Zi
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;</content><author><name>Raphael D. Hwang</name><email>raphaeldhwang@gmail.com</email></author><category term="game" /><category term="game-engine" /><summary type="html">This is a note of Game Engine Architecture, 3rd Edition written by Jason Gregory.</summary></entry><entry><title type="html">Job Tracking</title><link href="https://raphaeldhwang.github.io/blog/job-tracking/" rel="alternate" type="text/html" title="Job Tracking" /><published>2018-09-23T04:16:00+00:00</published><updated>2018-09-23T04:16:00+00:00</updated><id>https://raphaeldhwang.github.io/blog/job-tracking</id><content type="html" xml:base="https://raphaeldhwang.github.io/blog/job-tracking/">&lt;p&gt;如何实现薪资翻倍？在招聘网站上锁定高薪职位，阅读他们所要求的技能列表，攻克它们。&lt;/p&gt;

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&lt;/ul&gt;</content><author><name>Raphael D. Hwang</name><email>raphaeldhwang@gmail.com</email></author><category term="job" /><summary type="html">如何实现薪资翻倍？在招聘网站上锁定高薪职位，阅读他们所要求的技能列表，攻克它们。</summary></entry></feed>