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Some recent topics started on our forums |
Multithreading engine design thoughts
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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
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GPU Based 2D Procedural Texturing System
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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
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Some recent replies made on our forums |
Tweakable Constants
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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
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Storing various game entities.
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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
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