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Brian Sandberg

Member Since 10 Oct 2003
Offline Last Active Today, 05:34 PM

Posts I've Made

In Topic: A pretty specific question..?

21 September 2016 - 11:22 AM

make it in HTML5 and Javascript, because HTML does have a competent layout engine (as much as game developers whine about it) whereas most game engines do not.


I second that.  Typescript and HTML5.  Use AngularJS (or Angular2 if you're feeling adventurous) for all your UI needs, a raw canvas or some library like easeljs or threejs for your interactive graphics needs, SignalR to communicate with a server, ASP.NET Core on the server, a Postgres database...  This could be written so quickly it'd make your head spin.

In Topic: In terms of engine technology, what ground is left to break?

06 April 2016 - 10:59 AM

Even my small-time engine completely hands-down destroys UE4 and Unity when it comes to rendering efficiency, but they win on tools and ease of use. We had a situation recently where an artist accidentally exported a model as 2000 sub-meshes, in a way where the tools weren't able to re-merge them into a single object. That would cause a serious performance issue in unity, but in our engine we didn't notice because it was chewing through 2000 sub-meshes per millisecond...


Why do you think UE does that so much slower?  Looping through a bunch of meshes, binding buffers and shaders, shouldn't leave room for extreme overhead?

In Topic: In terms of engine technology, what ground is left to break?

04 April 2016 - 03:13 PM

Unity and UE4 are very flexible, very generic, friendly, very powerful & very portable. But this has come at price of performance where they pale against a custom tailored engine (by several orders of magnitude, I'm talking between 4x & 10x difference)


That's really interestering.  Could you give an example or two where another engine is that much faster than Unity or UE4?

In Topic: FINALLY a tool that suits my needs!

15 May 2015 - 04:51 AM

Well, if there's any one thing that beats patenting of obvious inventions by tagging on "in a computer", its by tagging on "on the internet."


Or "using XML" or "on a handheld device".

In Topic: Am I wasting my time with this

19 February 2015 - 12:18 PM

You could also just use OpenGL bindings directly, and do your 2D stuff with that.   Have a look at something like OpenTK.  Using OpenGL directly will take a bit of extra effort at first, but it's knowledge that'll serve you well in the future, no matter what language or engine or platform you end up working with.  It'll also let you write 2D games at first, and then add effects and 3D elements to them without having to start completely over.