- http://stackoverflow.com/questions/804115 (
rebasevsmerge). - https://www.atlassian.com/git/tutorials/merging-vs-rebasing (
rebasevsmerge) - https://www.atlassian.com/git/tutorials/undoing-changes/ (
resetvscheckoutvsrevert) - http://stackoverflow.com/questions/2221658 (HEAD^ vs HEAD~) (See
git rev-parse) - http://stackoverflow.com/questions/292357 (
pullvsfetch) - http://stackoverflow.com/questions/39651 (
stashvsbranch) - http://stackoverflow.com/questions/8358035 (
resetvscheckoutvsrevert) - http://stackoverflow.com/questions/5798930 (
git resetvsgit rm --cached)
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
Picking the right architecture = Picking the right battles + Managing trade-offs
- Clarify and agree on the scope of the system
- User cases (description of sequences of events that, taken together, lead to a system doing something useful)
- Who is going to use it?
- How are they going to use it?
