My view on game development

Category: Tutorials

How to flip input handling on its head with action mapping

Suppose you’re working on a space action game called “Actioneroids”, which sounds a bit like something your doctor would prescribe a cream for. You started from scratch and got something on the screen as fast as possible. You wrote some code in C++ to create a window, loaded some ship graphics and now you want […]

Serialization using Protobuf

For the past few months I’ve been working on a game I’d like to call “Alpha One”, but is still called “Duck Hunt” for now. I’ve been working on it in the train, with a mindset of: just get it done. I’m not really bothering with architecture all that much, I just want a working […]

Tutorial: A practical example of Data-Oriented Design

For this tutorial, I’m going to assume a couple of things. You are familiar with C++ You have at least a basicĀ  knowledge of OpenGL 2.0 You know what object-oriented programming is Bonus: You are familiar with game programming You are familiar with low-level optimizations You know what a cache is Ready? Alright, here we […]