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GameDev<T> | Low level #gamedev for the 21. century. Also: explosions.

Low level #gamedev for the 21. century. Also: explosions.

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GameDev<T> | Low level #gamedev for the 21. century. Also: explosions. | genericgamedev.com Reviews
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GameDev<T> | Low level #gamedev for the 21. century. Also: explosions. | genericgamedev.com Reviews

https://genericgamedev.com

Low level #gamedev for the 21. century. Also: explosions.

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1

Automating object pooling using IDisposable and finalizers

http://genericgamedev.com/general/automating-object-pooling-using-idisposable-and-finalizers

Low level #gamedev for the 21. century. Also: explosions. Automating object pooling using IDisposable and finalizers. We looked into the concept of object pooling, and how it can be used to increase performance by reusing objects that are expensive to create. We also implemented a generic static class to make using object pools as simple as possible. Today I want to expand on the topic by showing how we can go even further and completely automate the pooling. Making objects pool themselves. We can do thi...

2

algorithms Archives – GameDev<T>

http://genericgamedev.com/tag/algorithms

Low level #gamedev for the 21. century. Also: explosions. Tag Archives for algorithms. Shooting rays through tilemaps. Casting/shooting rays is something needed in almost any game, be it to simulate bullets and other projectiles, particles, or to calculate whether two objects can see each other. Instead of testing all world objects against the ray, we can use a tilemap to only test against objects that are close to the ray. In the first place. For this we need to know all the tiles the ray travels through.

3

OpenTK Archives – GameDev<T>

http://genericgamedev.com/tag/opentk

Low level #gamedev for the 21. century. Also: explosions. Tag Archives for OpenTK. Roche Fusion Technical Recollection 2. Today we will continue our exploration of Roche Fusion’s. Development process that we started last week. We will do so from a technical point of view, exploring some of the various systems I developed for the game. With my role as team-lead and graphics programmer, this mostly means that we will mostly be looking at graphical effects. Continue reading →. Continue reading →. Depending ...

4

Paul Scharf, Author at GameDev<T>

http://genericgamedev.com/author/amulware

Low level #gamedev for the 21. century. Also: explosions. All posts by Paul Scharf. Shooting rays through tilemaps. Casting/shooting rays is something needed in almost any game, be it to simulate bullets and other projectiles, particles, or to calculate whether two objects can see each other. Instead of testing all world objects against the ray, we can use a tilemap to only test against objects that are close to the ray. In the first place. For this we need to know all the tiles the ray travels through.

5

gfx Archives – GameDev<T>

http://genericgamedev.com/tag/gfx

Low level #gamedev for the 21. century. Also: explosions. Tag Archives for gfx. Roche Fusion Technical Recollection 2. Today we will continue our exploration of Roche Fusion’s. Development process that we started last week. We will do so from a technical point of view, exploring some of the various systems I developed for the game. With my role as team-lead and graphics programmer, this mostly means that we will mostly be looking at graphical effects. Continue reading →. Continue reading →. Depending on ...

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Unity Tips – garry's blofg

https://garry.tv/2015/06/14/unity-tips

Here’s a few generic programming things we use in Unity to make our lives easier. These might be useful to other people. GameManager, SteamClient, yadda yadda. You probably have a component somewhere where you only want one of them and you probably want to get access to it from everywhere for some reason. So we added SingletonComponent. Public class MainCamera : SingletonComponent { public void DoStuff() public static Vector3 position { get { return Instance.transform.position; } } }. Public interface I...

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A Game of Tricks V – Particles fun (part2) | Alkemi

http://www.alkemi-games.com/a-game-of-tricks-v-particles-fun-part2

Skip to primary content. A Game of Tricks V – Particles fun (part2). March 25, 2015. So, where were we… After all, it’s been nearly a year for this long due second part. In the first part. We have seen how we could generate some kind of mask in two parts for the appearance and disappearance of our particles. We also covered how we would use a level operation rather than a binary cutout mask. So we’ve got something a bit like that :. That’s way better! There’s still one thing to discuss. Since w...Indeed,...

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Paul Scharf - Resume

http://paulscharf.com/resume

Game and Software Developer. Currently living in Utrecht, Netherlands. As an independent and self-publishing game and software developer I mostly focus on low-level and graphical systems as well as custom tools, but have experience with most areas of game and software development. I enjoy working with ambitious and creative people of complementary skill sets and am always on the lookout for interesting opportunities. May 2015 – present. Developer - Toggl Desktop. September 2013 – May 2015. I started my t...

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GameDev<T> | Low level #gamedev for the 21. century. Also: explosions.

Low level #gamedev for the 21. century. Also: explosions. Automating object pooling using IDisposable and finalizers. We looked into the concept of object pooling, and how it can be used to increase performance by reusing objects that are expensive to create. We also implemented a generic static class to make using object pools as simple as possible. Today I want to expand on the topic by showing how we can go even further and completely automate the pooling. Making objects pool themselves. We can do thi...

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