Texture Atlases

Texture atlases for 2D games is a great optimization for batching together tons of different sprites (especially quads) with a very few number of draw calls. Making them is a pain. For pixel art or other 2D art, DXT compression is often not a great choice due to the lossyness. One good way to make Continue Reading →

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Cross Platform Time for dt

Generally a game loop will look something like this:

Generally the delta time slices between each game loop are useful to advance the game to the next frame, or tick. dt stands for the elapsed time since the last moment we asked for elapsed time, or, delta time. In effect we are using one Continue Reading →

#ifdef vs #if and if

Compile-time settings and whatnot often make use of #define, #ifdef, and #if. I would like to make the case that using none of these is the best option, and plain old if-statements ought to be used most of the time. Here’s a typical example:

Some debug code runs inside of a paged allocator to try and detect Continue Reading →

tinysound Release

I’ve released tinysound.h, a C header implementing a an API over DirectSound for game sounds! Details found here :) Demonstration code:

 

Faster vcvars32.bat

Recently I noticed vcvars32.bat was taking up a significant portion of my compile time. Usually this isn’t a problem if the console that ran vcvars32.bat only needs to run the command once. However in some cases the environment variables setup by vcvars32.bat need to be set each time a batch file build script is run. Continue Reading →

Essentials of Software Engineering – With a Game Programming Focus

I’ve been commissioned to write a big document about what I think it means, and what is necessary, to become a good software engineer! If anyone finds the document interesting please do email me (email on my resume) with any questions or comments, even if you hate it and deeply disagree with me! This is the Continue Reading →