Shigeru Miyamoto - Wikipedia, the free encyclopedia
january 2012 by mncaudill
"With The Legend of Zelda, Miyamoto sought to make an in-game world that players would identify, a "miniature garden that they can put inside their drawer."[19] He drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves; each Zelda title embodies this sense of exploration.[19] "When I was a child," Miyamoto said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this."[21] He recreated his memories of becoming lost amid the maze of sliding doors in his family home in Zelda's labyrinthine dungeons."
zelda
games
miyamoto
inspiring
miniaturegarden
january 2012 by mncaudill
Unreal Networking Architecture
january 2011 by mncaudill
"Multiplayer gaming is about shared reality: that all of the players feel they are in the same world, seeing from differing viewpoints the same events transpiring within that world. As multiplayer gaming has evolved from the little 2-player modem games that characterized Doom, into the large, persistent, more free-form interactions of games like Quake 2, Unreal, and Ultima Online, the technologies behind the shared reality have evolved tremendously."
architecture
games
january 2011 by mncaudill
PC-GPE on the Web
january 2010 by mncaudill
Old-school game programming tutorials.
games
assembler
programming
algorithms
january 2010 by mncaudill
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