°ÔÀÓ ¾ÆÅ°ÅØÆ®
ÃÑ ÆäÀÌÁö ¼ö : 3224

Àüü ÇÔ¼ö/¿ë¾î»çÀü
Facebook Joinc ±×·ì   Joinc QA »çÀÌÆ®



joinc´Â Firefox¿Í chrome¿¡¼­ Å×½ºÆ® Çß½À´Ï´Ù. IE¿¡¼­´Â Å×À̺íÀÌ ±úÁö°Å³ª À̹ÌÁö°¡ º¸ÀÌÁö ¾ÊÀ» ¼ö ÀÖ½À´Ï´Ù. ƯÈ÷ ±¸±Û DocsÀ̹ÌÁöÀÇ °æ¿ì ¿¢¹Úó¸®µÉ ¼ö ÀÖ½À´Ï´Ù.

As software engineers, we are admonished by the doyens of C++ programming that the correct way to report error conditions is to throw exceptions.  As game developers, we are the heirs to a vast body of common wisdom holding that exception handling overhead is too expensive for high-performance games, and that error codes are the only acceptable mechanism for propagating errors in game code.  What should we believe?

GDC 2006, in San Jose, was my fifth GDC.  They're all starting to run together at this point, and this year's GDC was, as always, huge, frustrating, inspirational, boring, fascinating and exhausting in random measure.

EmailÀ» ±âÀÔÇϸé, ´ñ±ÛÀÌ ¸ÞÀÏ·Î Àü´ÞµË´Ï´Ù.