Posts Tagged ‘CrossStitch’

CrossStitch 2.0: Dynamic Shader Linking in a Statically Linked World

In my last article, I described the first generation of CrossStitch, the shader assembly system used in MechAssault 2.  Today I’m going to write about the second generation of CrossStitch, the one used in Fracture. Development on CrossStitch 2.0 began with the development of Day 1’s Despair Engine.  This was right at the end of […]

CrossStitch: A Configurable Pipeline for Programmable Shading

Some pieces of code are a source of great pride and some pieces of code are a source of terrible shame.  It is due to the nature of game development, I believe, that many of the most interesting pieces of code I write eventually become both.  That is certainly the case with the CrossStitch shader […]