Posts Tagged ‘Despair Engine’

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 […]