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March 19, 2019
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David Nadaski's Blog


CTR (Chief Tyrannosaurus Rex) of Glass Beaver Studios, currently working on HORU, a real-time strategy game where you build entire battlefields using ready-made, highly detailed battle tiles.


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Posted by David Nadaski on Mon, 12 Mar 2018 10:12:00 EDT in Programming
Create a robust cover system in Unreal Engine 4 (UE4) that updates itself at real-time, responds to dynamic changes in the environment, uses multi-threading to parallelize computation and octrees to store data. Works with any kind of game.

David Nadaski's Comments

Comment In: [Blog - 10/04/2018 - 05:28]

Hey Mark that 's super ...

Hey Mark that 's super interesting. r nWhat does CES stand for in custom CES for most of the core simulation r n r nAlso when you say you got massive perf gains from pushing work into data-oriented sequential-mem systems, do you mean CPU cache-friendly data structures a la Mike ...

Comment In: [Blog - 06/29/2018 - 09:57]

Great article, thanks for summarizing ...

Great article, thanks for summarizing most of the different options out there. r n r nOne comment on HankNPlan: it does have an overview feature called metrics, where it gives you a breakdown of number of tasks per category, days per category as well as an overall summary on how ...

Comment In: [Blog - 07/10/2015 - 02:51]

Great article, shame I 've ...

Great article, shame I 've only just discovered it. Do you have any pointers on where to start implementing those depth priority groups that were available in UE3 I 'd need them to make certain opaque objects always render in front of everything else. AFAIK it 's only possible w/ ...