my question is "What is the best way to structure rendering code". Is it better to make a class with a render function that iterates through all game objects based on there name or type and have no ...
How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?
This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules ...
I wonder what are the best ways to organize different screens in a game? I am thinking of it like this: Inheriting a base State class, and overriding update and render methods, to handle the current ...