Software by Steven

Sometimes a square peg is a round hole

Category Archives: game programming

Cluster size, Cache Lines and Why Old Video Games had 3-letter High Scores

Like many other software developers, I’m constantly trying to deepen my understanding of things, to learn more and push myself further. As such, I took it upon myself recently to try and make a high score system for a 3D game I’d made last year. I wasn’t content with just a simple “cout >> score”, [...]

Unravelling Win32 Threads

For the 3D game we’re working on, I’ve also taken it upon myself to help alleviate load times. We’re using Collada models and it turns out they can get very, very large. Collada files are XML formatted and as such, text takes a while to read in. A common alternative is to convert these static [...]

Assembling a Lower Level understanding

Time for something different from my usual bloggings about JavaScript and the BBB project. Alongside it, I’m on a team of five working to produce a 3D game using C/C++ and DirectX. Luckily, we’ve been granted a custom framework by our professor but it’s still a lot of tough work. Where as many developers take [...]

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