Higher-Order Fun

Game Design & Game Programming

Category: programming

Math for Game Programmers 05 – Vector Cheat Sheet

This is the long due fifth article in this series. If you aren’t comfortable with vectors, you might want to take a look at the first four articles in this series before: Introduction, Vectors 101, Geometrical Representation of Vectors, Operations on Vectors. This cheat sheet will list several common geometrical problems found in games, and […]

The guide to implementing 2D platformers

Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you […]

Multi-thread OpenGL texture loading

Those who have used OpenGL are probably aware that you can only invoke OpenGL procedures for a given context on the thread that currently owns it – usually, the main thread. This leads many programmers to assume that OpenGL is strictly single-threaded, and that no loading can be done on the background, inside some loader […]

Understanding the Game Main Loop

Video games are simply ordinary software – there’s nothing intrinsically special about them. However, they SEEM to behave in a very different way from your ordinary everyday applications – so much that many experienced programmers are at a complete loss when faced with the task of developing a game from scratch. This difference is mostly […]