Born in New Zealand, die in the arms of a tree, write music, play games. Make the world a better place.
plf::colony is the highest-performance C++ template-based data container for high-modification scenarios with unordered data. Originally I developed it for my own game engine, and now it is in the throes of C++ standardisation. This is it's brief history.
An alternative/complementary perspective on the dividing lines that've been drawn on the whole ID vs Mick Gordon "thing".
Why you shouldn't care what other people think, unless you actually should in which case totally do that. I didn't though.
I attempt to delineate what's the core issue at stake.
A rundown of why game audio is 3 decades behind film and how to improve it.
Part 10 in a 10-part series about atmosphere in games - what it is, how to improve it, and how it breaks down into the various aspects of a game.
[News - 05/05/2021 - 04:07]
[News - 04/23/2021 - 05:03]
[News - 03/05/2021 - 04:09]
[News - 02/05/2021 - 05:48]
[News - 01/11/2021 - 05:35]
[Blog - 01/05/2021 - 11:00]
Absolutely bizarre that in this ...
Absolutely bizarre that in this day and age, companies including microsoft aren 't doing diff-based patches rather than full-scale file replacements. I understand this is to mitigate the problems experienced by going from one version to a much later one and avoiding in-between patches, but currently that system isn 't ...