Recently, I started to think of which order should post-process effects should run. Its an interesting problem since its a often a matter of balancing performance, quality and correctness. The usual post-process effects that you would find in a modern game are, Anti-Aliasing Resolve, Tone-Mapping, Bloom, Depth Of Field, Motion Blur and Color Correction. The […]
Recently, I was talking with some of colleagues about the issue with data initialization when booting your game. Mostly the issue with globals, and rules about how to shut them down, order of init/shutdown. I looked back to the different projects I worked on, and realized there are a few ways to approach the problem. […]
After working on multitude of projects, some that shipped and some that didn’t, I realized that: “Starting a game is easy, Making a game is hard, Shipping a game is even harder”. Often, the issue of finishing a project is to really take the features to the finish line, the content, and more important, the […]