Posts from ‘April, 2012’

Scalable Concurrency in Despair Engine

In my last article I promised a follow-up description of the memory allocation system that I wrote for Despair Engine during the development of F.E.A.R. 3.  Before I get to that, however, I’ve been inspired by Charles Bloom‘s recent posts on the job queue system that is apparently part of RAD Game Tools‘ Oodle, and […]