Game Development
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.NET
Detailed frame-time performance measurement
Performance has always been an important aspect of game development. From the early days, where the processing power of hardware…
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Software Development
Using generics for type-safe and type-specific identifiers
After the slightly philosophical diversion of last week’s post, today I would like to present a few more technical ideas…
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Software Development
Accessing game objects by unique ids
Every game keeps its game object in one or more simple collections. These are used for enumerating the objects every…
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Software Development
Designing a shader loading and management data structure
Last week we looked at how we can use the builder pattern to build shader programs out of individual shaders.…
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Software Development
Linking shader programs using the builder pattern
This post is the first in a series on design patterns in game programming. Design patterns play an important role…
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.NET
Multi-threaded exception handling
Last week we explored the possibilities of using multi-threading to create animated – or even interactive – loading screens, and…
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.NET
Using multi-threading to animate and speed up loading screens
One feature that almost all games have in common is loading screens. Many small games can get away with a…
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.NET
Lidgren.Network – explaining NetDeliveryMethod and sequence channels
Last week I posted a little tutorial on how to get get started with Lidgren.Network, the popular C# networking library.…
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.NET
Lidgren.Network – an introduction to networking in C# games
Ten or so days ago I started working on a new project – a game prototype currently called Syzygy. You…
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Software Development
Introduction to MonoGame
Well, if you are familiar with XNA, then you already know what MonoGame is. If you are not familiar with…
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