exch
- Karma
- 1,405
- Created
- November 17, 2010 (15y ago)
- Submissions
- 0
- CogniToys: Smart Toys Powered by IBM's Watson (kickstarter.com)
- Multiplayer Tron light cycles through SSH (github.com)
- Using throttling to reduce network errors (joostdevblog.blogspot.com)
- Why composition is often better than inheritance (joostdevblog.blogspot.com)
- Solving path finding and AI movement in a 2D platformer (joostdevblog.blogspot.nl)
- How we solved an infamous sliding bug (joostdevblog.blogspot.nl)
- Why Scrum is fundamentally broken (but we still use it) (joostdevblog.blogspot.nl)
- The Reliability of Go (andrewwdeane.blogspot.com)
- From melee to ranged: the most difficult design decision in Awesomenauts (joostdevblog.blogspot.nl)
- The indie marketing plan (joostdevblog.blogspot.nl)
- Shining a light on how pitching to publishers works (joostdevblog.blogspot.nl)
- Our experience with crowdsourcing translations (joostdevblog.blogspot.nl)
- The craziness that is joysticks on PC (joostdevblog.blogspot.nl)
- Optimisation lessons learned (part 3) (joostdevblog.blogspot.nl)
- Optimisation lessons learned (part 2) (joostdevblog.blogspot.nl)
- Optimisation lessons learned (part 1) (joostdevblog.blogspot.nl)
- Rob Pike: Less is exponentially more (commandcenter.blogspot.nl)
- How to really involve a larger team in the creative process (joostdevblog.blogspot.nl)
- What Awesomenauts almost looked like (joostdevblog.blogspot.nl)
- Programming with pasta (joostdevblog.blogspot.com)
- The lasagne theory of game design (joostdevblog.blogspot.com)
- How Awesomenauts' water effect was made (joostdevblog.blogspot.com)
- QArt Codes: Applied Reed-Solomon coding (research.swtch.com)
- Depth of field blur: the Swiss army knife that improved the framerate (joostdevblog.blogspot.com)