In my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that cache in a multicore environment is a whole other topic so I've written this article to cover the different considerations that come along with Multicore Programming.
Picture this. You’ve fought hard to release your game, you get many downloads, BUT players get tangled up in level #8 and can’t get past it. According to analytics, they seemed to enjoy the game so far, but now they log in at lower rates. What's going on?
This is the second lesson in a set of tutorials that demonstrate how to build a complete first-person shooter game, from start to finish. In this lesson we will use Visual Studios C++ along with Leadwerks 3 to setup our code base.
This article covers a method that allows you to render millions of unique objects with Direct3D11 or OpenGL 4+ with minimal CPU overhead. Rendering objects this way is very close to DX12/Mantle/Vulkan performance.
Have you ever wanted to find magic behind the actual computation inside your computer? How are compilers made? What is assembler and disassembler? How to make your own scripting language?Then the following article explains basics in theory and implementation behind this!
You've created the next call of duty. In excitement, someone downloads your game and starts it. If their PC isn't the latest and greatest, are they met with a cryptic error message or crash, or something nicer? Read this article to find out how to do it the right way.
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.
Programmers may be unaware that, with the proper approach, debugging problems on their own can save time, and result in valuable self-education. An approach to debugging I call "Follow The Data" can do just that.