Posts Tagged ‘Despair Engine’

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 MechAssault [...]

Minimizing Code Bloat for Faster Builds and Smaller Executables

No matter how much code you have, somebody always wants more.  That’s certainly been the case with every game and every engine I’ve worked on.  My good friend Kyle, who has for years been tracking all sorts of wonderful statistics about the development of Despair Engine, recently announced that we’d surpassed 1.5 million lines of [...]

Deferred Shading Shines. Deferred Lighting? Not So Much.

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 [...]

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 [...]