Chapter 15. C++ code optimization

Tags: C++, Compiler Optimization, Debugging, Cross-platform, Windows & Android, Project Management I hasten to disappoint you: this chapter isn’t about “how to”, but quite opposite: “how to NOT“. Judging by the fact that you are reading this, I dare to assume you are a C++ developer, which means your code is ALREADY optimized well enough […]

Why In the beginning was the Word?

The Architecture Logic of Biblical Creation: programmer’s POV Tags: System Design, Linguistics, Philosophy, Ancient History, C++, OOP In short: What if Biblical Creation wasn’t about “making” stuff ? Disclaimer: This is NOT a religious discussion. I’m not trying to question the Bible. I’m trying to question my own perception of it through a “reverse engineering” […]

Why not Unity or Unreal?

Tags: Game Engines, Custom 3D Engine, Software Architecture, Unity and Unreal, Independent Development, Low-level Programming Some people ask why I choose not to use Unity or Unreal, considering them obvious, almost the only possible choice. Will try to explain in details: From the beginning I was looking for what could differ me from what is […]

Chapter 12. Sound and smoke

Contrary to my expectations, these 2 topics were not that complicated. So I decided that one article on them would be enough. Here’s how it looks and sounds like: Sound Essentially, the topic came down to finding a suitable audio library/API. I’ve checked a few, including OpenSL, OpenAL, irrKlang, SFML, FMOD, PortAudio, SDL2, etc. Many […]

Chapter 11. Interactivity

Now we’ll try to implement game objects’ reaction on our own manual input (mouse for instance). The main part is how to determine which game object the mouse is pointing at. We’ll use the same approach as in previous chapter. Unlike in collision detection we’ll calculate object’s sizes/position not in world X-Z plane, but in […]

Game idea(s)

Wanted to call this chapter “Game Concept” or “Game Scenario”, but that would be too premature. There is no clear concept or script in my head yet. Although the visual concept and general direction are more or less settled down. When thinking about a future game, it’s important to decide not only what you WANT […]