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gamesfromwithin.com | ||
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pikuma.com
So you want to learn more about game engines and write one yourself? That's great news! Here are some of my suggestions of C++ libraries and dependencies to help you get the job done. |
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gameprogrammingpatterns.com
[AI summary] The text discusses various game loop implementations and their pros and cons. It covers fixed time steps, variable time steps, and adaptive approaches. The key takeaway is that game loops need to balance performance, responsiveness, and platform compatibility, and that choosing the right approach depends on the target platform and game requirements. |
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blog.selfshadow.com
[AI summary] This text discusses advanced techniques for occlusion culling and visibility determination in computer graphics, particularly focusing on GPU and SPU implementations. It outlines methods such as hierarchical z-buffering, HZB (Hierarchical Z-Buffer) sampling, and frustum subdivision for efficient rendering of large environments. The text also touches on challenges like latency, hardware limitations, and future directions for visibility processing, including potential integration with next-generation hardware. |
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filiph.net
What happens when you decide to benchmark Flutter as if it was a 2D game development framework. |
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