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



