As I indicate in the subtitle of this blog, there is no single way to develop games. The techniques used in game development are as many and as varied as the games themselves–what’s best for one game is not necessarily best for another. The phrase YMMV (your mileage may vary) is pretty much a staple […]
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Class Reflection in the Despair Engine
Reflection is, without a doubt, my favorite computer programming language feature. It is unfortunate therefore that I’ve spent most of my professional life programming in C++, a language that has stubbornly refused to adopt a mechanism for class reflection. There is a reason why I’ve stuck with C++ however; it is the highest level language […]
GDC: Where Smart People Come to Gloat
Discovering New Development Opportunities – Satoru Iwata GDC kicked off with a keynote by Satoru Iwata, the president of Nintendo. The talk included a variety of new software announcements which you can read about in the official coverage, but to me the most interesting content was Iwata’s comments on the business of game development. He […]
How not to C++
One of the things I love about C++ is the fact that it is a strongly-typed language. An essential element of good programming is writing code that is self-documenting. The more explicit you are in your code, the less chance that you, your fellow programmers, or even the compiler will misunderstand your purpose. That said, […]
Triangle Order Optimization
One of the standard weapons in any graphics programmer’s arsenal is a procedure for mesh triangle order optimization. Although most meshes are intended to produce output that is independent of the ordering of their triangles, the order of triangles within a mesh can have a big impact on performance. This gives us great leeway in […]