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Author Blow, Jonathan
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Abstract The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization - writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible.
Description Affiliation: Game Development Consultant (Blow, Jonathan)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2010-04-01
Publisher Place New York
Journal Queue (QUEUE)
Volume Number 1
Issue Number 10
Page Count 10
Starting Page 28
Ending Page 37


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Source: ACM Digital Library