Skip to content

Instantly share code, notes, and snippets.

View owenhsieh's full-sized avatar

Owen Hsieh owenhsieh

  • Taiwan
View GitHub Profile
@owenhsieh
owenhsieh / quick-tip-for-droneci.MD
Last active November 24, 2017 10:41
quick tip for droneci

quick tip for droneci

${DRONE_HOST} is not for Drone itself.

Drone will put ${DRONE_HOST} to git server. Git server needs to know where your host is to trigger Drone.

It's confusing when running Drone and git server locally.

You would probably instantly type localhost:<port> and nothing happens. (using gitea)

@owenhsieh
owenhsieh / shell-script-in-docker-while-editing-in-windows-environment.MD
Created November 13, 2017 02:15
Shell script in docker - while editing in Windows environment

Note for myself, and for any begineer that might encounter this problem.

In short, always save linebreak as LF(Unix) rather than CRLF(Windows).

It would save you a lot of time.


I encounter this problem when I want to make a custom docker image that do a simple thing: Git Clone.

Write Games, Not Engines

by "scientificninja" (Josh Petrie?)

To begin with, the term "engine" (specifically as it related to the game development world) has no strict definition. Therefore, in the interests of keeping everybody on the same page, I'll define the term as I intend to use it in this article. An "engine" is a collection of robust, reusable software subsystems (possibly including both code libraries and tools) designed to facilitate the development of actual games by addressing specific requirements. The requirements tend to be broadly-defined: rendering, audio, physics, et cetera. Particularly ambitious engines that address multiple broad requirement groups tend be to known as "game engines" rather than just "graphics engines" or "physics engines."

Now that that's out of the way, let's turn to the real issue: how to build engines, and more specifically, if you should even bother.

For any number of reasons, many neophyte game developers (and even some moderately experienced ones) seem to t