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Watkins Glen International : Part I

The first race track selected for development within the game is Watkins Glen International. Situated in the heart of New York, it is a...

PhysX VehicleSDK Support for Falcon

As mentioned in earlier PhysX integration post, we had chosen PhysX for the vehicle physics support. In this post, I will demo the...

Camera System

The game that we are aiming to build is supposed to contain a series of cameras throughout the scene which the user needs to be able to...

Render Passes and Waypoints

As our game engine gets more complex, it's important to have an easy way to change and update the rendering pipeline without having to...

NVIDIA PhysX Integration

Physics engine is an important component of the game engine. As falcon needs to support a simulation of a racing experience, vehicle...

Scene Extraction from Unity

One of the biggest hurdles ahead of team while building the engine is to have a level editor. But with the manpower and experience in the...

Frustum Culling With Dynamic Octree.

Our engine is supposed to run huge scenes with tracks stretching miles across. It would mean a lot of objects would need to be passed on...

High Concept

In the world of burning rubber, roaring engines and adrenaline-pumping high-speed action, you’re the boss. Build your team and take on...

CPU Particle Systems

Particle systems are an important aspect of any game engine. Particle systems allow for a variety of different effects, such as fire,...

SceneGraph

The scene graph, as the name suggests, is a graph structure that is responsible for maintaining the parent-child hierarchy for all...

Entity-Component Structure

All game objects have a lot of data that needs to be processed by different systems(rendering, physics, animation, etc.). In order to do...

JSON Scene Loading

For game engines, it’s always useful to have a way to save a load scenes, that way it’s easier to prepare and test gameplay and to design...

Job System for Multi-Threading

In accordance with improving the performance of the engine, a job system using a pool of threads from the boost library has been created...

Event Handling System

The Event system is a messaging system that was created in order to decouple systems and avoid cyclic dependencies as well. It also...

Custom Memory Managers

Control over memory handling is one of the big reasons to build an engine from scratch for the game. The constant calls to new and delete...

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