|
||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||
| Some recent topics started on our forums | |
| Multithreading engine design thoughts | Hey peeps, Happy new year!. I have been giving a lot of thought to multithreaded engine design a lot lately. The last game I worked on had 3 user created threads (not including system or library generated threads). A game-update thread, a re... |
| Posted December 31, 2009 5:22:38 AM | |
| GPU Based 2D Procedural Texturing System | This is the 2D procedural texturing system I worked on earlier this year for a Wii/XB360/PC title. The intention was to get decent texture images for particles/special effects at a minimum of storage for use on downloadable titles (WiiWare... |
| Posted December 20, 2009 9:15:21 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Tweakable Constants | I have been advocating this technique (or at least that of in-editor tweaking) for 10 years now. Every one of my editors since then has been based on this principle. Of course you can only take it so far, ie - you should not change sce... |
| Posted January 22, 2010 4:56:18 PM | |
| Storing various game entities. | Quote:Original post by Exomoto How do you guys store/segregate your game entities? The prototype I'm currently working on has multiple lists for things like enemies, inanimate objects, different bullet types, explosions, etc. This has served... |
| Posted December 31, 2009 8:51:11 AM | |
| View All Replies Made By This User | |