gamedev / Humor

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@ -3422,10 +3422,7 @@ I spend a lot of time on internet, losing myself in lot of topics. I choose GitH
* [Indiedevhour on Slack](https://slack.pirrate.me/) - Community of Indie game developers and hobbyists * [Indiedevhour on Slack](https://slack.pirrate.me/) - Community of Indie game developers and hobbyists
* [Indie Game Developers on Slack](https://indie-game-devs-slack.herokuapp.com/) - Independent game developers group * [Indie Game Developers on Slack](https://indie-game-devs-slack.herokuapp.com/) - Independent game developers group
* [Gamasutra](http://www.gamasutra.com/) - articles about art and business of making games * [Gamasutra](http://www.gamasutra.com/) - articles about art and business of making games
* [Gaylord](http://www.journaldugamer.com/2014/08/08/interview-out-there-ecrire-un-bon-jeu/) - (2014) [FR] :fr: [Interview] Un des créateurs dOut There vous explique comment écrire un bon jeu
* [Gergo Vas](https://kotaku.com/5991061/the-best-looking-isometric-games) - The Best-Looking Isometric Games * [Gergo Vas](https://kotaku.com/5991061/the-best-looking-isometric-games) - The Best-Looking Isometric Games
* [Jeff Bradberry](https://jeffbradberry.com/posts/2015/09/intro-to-monte-carlo-tree-search/) - (2015) Introduction to Monte Carlo Tree Search
* [Kelton Sears](http://www.seattleweekly.com/arts/enormous-dwarf/) - (2016) How Two Brothers From Silverdale Made The Worlds Most Complex Video Game | about Dwarf Fortress
> Tools > Tools
* [libGDX](https://github.com/libgdx/libgdx) - libgdx : Desktop/Android/HTML5/iOS Java game development framework * [libGDX](https://github.com/libgdx/libgdx) - libgdx : Desktop/Android/HTML5/iOS Java game development framework
@ -3440,6 +3437,12 @@ I spend a lot of time on internet, losing myself in lot of topics. I choose GitH
* [Chris Wellons](http://nullprogram.com/blog/2014/12/09/) - (2014) How to build DOS COM files with GCC * [Chris Wellons](http://nullprogram.com/blog/2014/12/09/) - (2014) How to build DOS COM files with GCC
* [Tzvi Freeman](https://www.gamasutra.com/view/feature/3224/creating_a_great_design_document.php) - (1997) Creating A Great Design Document * [Tzvi Freeman](https://www.gamasutra.com/view/feature/3224/creating_a_great_design_document.php) - (1997) Creating A Great Design Document
* [ellisonleao/magictools](https://github.com/ellisonleao/magictools) - :video_game: :memo: A list of Game Development resources to make magic happen. * [ellisonleao/magictools](https://github.com/ellisonleao/magictools) - :video_game: :memo: A list of Game Development resources to make magic happen.
> Learn
* [Gaylord](http://www.journaldugamer.com/2014/08/08/interview-out-there-ecrire-un-bon-jeu/) - (2014) [FR] :fr: [Interview] Un des créateurs dOut There vous explique comment écrire un bon jeu
* [Jeff Bradberry](https://jeffbradberry.com/posts/2015/09/intro-to-monte-carlo-tree-search/) - (2015) Introduction to Monte Carlo Tree Search
* [Kelton Sears](http://www.seattleweekly.com/arts/enormous-dwarf/) - (2016) How Two Brothers From Silverdale Made The Worlds Most Complex Video Game | about Dwarf Fortress
* [Liz England](http://www.lizengland.com/blog/2014/04/the-door-problem/) - (2014) The Door Problem | funny article about complexity of modern game development
* [Brandon Sheffield](https://www.gamasutra.com/view/news/310570/Developers_share_their_most_memorable_dirty_coding_tricks.php) - (2017) Developers share their most memorable dirty coding tricks * [Brandon Sheffield](https://www.gamasutra.com/view/news/310570/Developers_share_their_most_memorable_dirty_coding_tricks.php) - (2017) Developers share their most memorable dirty coding tricks
* [JR Heard](http://blog.jrheard.com/procedural-dungeon-generation-drunkards-walk-in-clojurescript) - (2016) Procedural Dungeon Generation: A Drunkard's Walk in ClojureScript * [JR Heard](http://blog.jrheard.com/procedural-dungeon-generation-drunkards-walk-in-clojurescript) - (2016) Procedural Dungeon Generation: A Drunkard's Walk in ClojureScript
* [JR Heard](http://blog.jrheard.com/procedural-dungeon-generation-cellular-automata) - (2016) Procedural Dungeon Generation: Cellular Automata * [JR Heard](http://blog.jrheard.com/procedural-dungeon-generation-cellular-automata) - (2016) Procedural Dungeon Generation: Cellular Automata
@ -4022,6 +4025,7 @@ Raw
* [Thomas Figg (tef)](https://programmingisterrible.com/post/65781074112/devils-dictionary-of-programming) - (2013) Devils Dictionary of Programming * [Thomas Figg (tef)](https://programmingisterrible.com/post/65781074112/devils-dictionary-of-programming) - (2013) Devils Dictionary of Programming
* [Stack Overflow](https://stackoverflow.com/questions/184618/what-is-the-best-comment-in-source-code-you-have-ever-encountered) - What is the best comment in source code you have ever encountered? [closed] * [Stack Overflow](https://stackoverflow.com/questions/184618/what-is-the-best-comment-in-source-code-you-have-ever-encountered) - What is the best comment in source code you have ever encountered? [closed]
* [Humans Not Invited](http://www.humansnotinvited.com/) - parodic site * [Humans Not Invited](http://www.humansnotinvited.com/) - parodic site
* [Liz England](http://www.lizengland.com/blog/2014/04/the-door-problem/) - (2014) The Door Problem | funny article about complexity of modern game development
## Prolog ## Prolog
* [Sylvain Soliman's Den](https://lifeware.inria.fr/~soliman/post/prolog_guidelines/) - Prolog programming guidelines * [Sylvain Soliman's Den](https://lifeware.inria.fr/~soliman/post/prolog_guidelines/) - Prolog programming guidelines