I use a game engine with dynamic sprite batching for 2D games on mobile platforms (MOAI SDK). It already handles redundant state changes pretty well - with the use of texture atlases it only flushes ...
I'm about to begin on the engine for the game I am making. However, I am quite uncertain how I should design it. I have heard lots about threaded games, component and asynchronous systems. I'm ...
Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ ...
First of all i would like to have a real answer, i'm always trying to get more from various sources and articles, and when I read things like C++ is slow because it has virtual functions and because ...
What are the responsibilities of a game engine, and which of these things need to especially be efficient? [duplicate]
Possible Duplicate: What should a game engine do? What are the usual responsibilities of a game engine, and which of these things especially need to be efficient (performance-wise)? Can I ...
Event Systems are amazing, they make extremely unwieldy code tame and really allow for dynamic creation of games through easy communication of objects and the game loop. I am having a hard time with ...
I currently have volume data for the world stored as an array of booleans. I then check each empty block and if it has non-empty neighbors the faces get drawn. This prevents me from sending a bunch ...
I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D ...
I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...