One of the first problems that I’ve tried to tackle in each game engine that I play with is drawing lines. This is not much use for game development (which uses predominately 3D objects), but it […]
C/C++
Unreal Engine has a Georeferencing plugin that lets you use real-world coordinates in Unreal Engine. How to use it is explained here, but the article doesn’t give a lot of detail, and shows no C++ code. […]
Modern game engines are incredibly powerful, being able to render millions of objects while running complex background processes such as physics engines. Being multi-platform capable has become the norm, too. As a result, game engines have […]
Unreal Engine is a very powerful game engine, with Unity being the other popular choice. I’ve worked with Unity a little bit and I like how tightly it integrates with C#, but I’ve decided to take […]
There were times when programmers did not have to worry about parallelisation, as most computers only had a single CPU. Sure, you could get dual-CPU mainboards, but their use was mostly limited to servers. The need […]
I recently ran into issues when using really large arrays in C++ for a dataset of several hundred million points. I have access to a computer with 512 GB of RAM, but even there the program […]
Most of my code is in C#, but I occasionally encounter functionality that is only available in a C++ DLL. Luckily, it is possible to call C++ DLLs from C#, the main challenge being the difference […]