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It is interesting to see that the techniques they used were in many cases quite similar to techniques that were in use decades ago by game devs who had to strug
by NathanKP 12y ago
It is interesting to see that the techniques they used were in many cases quite similar to techniques that were in use decades ago by game devs who had to struggle with much worse hardware.
For example they discussed how they achieved 60 FPS with a pipeline that essentially works on 3 frames in parallel: 1 frame of logic, the next frame of graphics, and the the next frame in GPU rendering phase.
I remember reading a really interesting book by a dev who had worked on RTS games like Total Annihilation, and Age of Empires and this was a technique that he talked at length about as essential to the performance of those games on the hardware of that time. I learned a lot from that book, including how to make efficient path finding, AI, etc.
It's nice to see that fundamental techniques like that are still useful to this day.
- Vekz 12y agoand that book was?
- NathanKP 12y agoSorry should have thought to include a link: http://www.amazon.com/Real-Time-Strategy-Programming-Wordware-Developers/dp/1556226446 http://www.amazon.com/Real-Time-Strategy-Programming-Wordwar... Most of the technical stuff about Direct X is obviously hopelessly outdated now, but it was pretty cool stuff back in 2000 or so when teenage me wanted to learn coding by playing around writing games. :P
- orbifold 12y agoTriple buffering is also advantageous to minimize graphics driver overhead, one part is updated by multiple cpu tasks, one is transferred to the gpu, one is used to render.