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 […]
Posts Tagged ‘Fracture’
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 […]
Cascaded Perspective Variance Shadow Mapping
Perhaps the most frustrating thing about shipping anything less than a blockbuster game is the lack of feedback you get on your work. The very best games of any given year will be scrutinized and evaluated by the community of developers, but everything else is pretty much ignored. I was surprised and pleased therefore, when […]