Review: 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics by David H. Eberly

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics by David H. Eberly was an quite a read, at slightly over 1,000 pages. However, after a few chapters in I was already getting fatigued and I really had to push my way to the end. That’s not to say that the book was […]

Creating a 3D Game Engine (Part 16)

After some more testing, it looks like OGRE is not the savior it seemed like yesterday. While the static geometry boosted frame-rates greatly, it’s only useful for, well, static objects. Meaning the models can’t move or animate. I did find another option, instancing, which initially looked promising. It allows rendering of large amounts of identical […]

Creating a 3D Game Engine (Part 14)

Seeing as performance has been on my mind recently, I tweaked the core render loop a bit and saw some reasonable gains. The one thing I realized is that most of the objects in the scene are┬ástatic, and don’t need their combined transformed matrices recalculated every frame. I expected to see wild improvements after caching […]