DevLog #011 – Performance Update

Reducing Vertex Bandwidth Overhead After weeks of optimizing our voxel game engine, we still weren’t getting the kind of frame-rate we needed, so the decision was made to finally switch to using VBO‘s (Vertex Buffer Objects) to pass data to the GPU instead of passing vertex arrays every frame. This predictably improved performance a great […]

In-House Tools: An Inside Look

Long before the days of writing mostly 2D games for Android, we were developing 3D tools for game development on Windows, and we created a 3D modelling application called deepMesh, which quickly grew in features and was briefly made available to other developers, before we decided to continue updating it purely as an in-house tool. […]