I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of ...
Which image format is more efficient to save memory? PNG, JPEG, or GIF?
While loading extra huge maps, the loading method throws out of memory exception where a new instance of map tile is created. I'd like to have whole map processed at least on server app (and on client ...
In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default ...
What is the most appropriate path-finding solution for a very large proceduraly generated environment?
I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions? ...
I am trying to make a top down shooter that could potentially have hundreds of objects at once at one point. I need to check collision with projectiles, walls, and enemies. I am currently using ...
My game is having a map like that of Minecraft, in the way it's pseudoinfinite and randomly generated. And big. Say the user has explored a 1000x1000 zone (2D here), so that's 1,000,000 tiles. ...
Can anyone suggest a memory efficient way to represent a tree of matrices, for example in a hierarchy model? I'm particularly keen to preserve data locality, and I suspect a structure-of-arrays (...
Out of curiosity (and peace of the mind...) I wondered how DirectX decides which attribute from a struct corresponds to the right variable inside an HLSL cbuffer-register(x) (apart from the order/type ...
I'm doing a lot of 3D math in my game engine loop using typical classes like Vector3D, Matrix4x4, Plane3D, etc. Currently every operation causes a new object to be created for the result value. The ...