As promised in the last blog post, today we are going to take a look at how Molecule handles internal references to data owned by some other system in the engine.
One thing I have noticed during the development of the Molecule Engine, is that defining clear ownership over data can tremendously help with following a data-oriented design approach, and vice versa.
I’m proud to announce that the first evaluation SDK for our input technology is now available! A new version of the core technology has also been released, with some minor additions and improvements.
Check out www.molecular-matters.com for more information on the input library. Further SDKs will follow during the next few months.
One task that is pretty common in game development is to transform data according to some sort of hierarchical layout. Today, we want to take a look at probably the most well-known example of such a task: transforming joints according to a skeleton hierarchy.
Continuing from where we left of last time, I would like to discuss how we can build growing allocators using a virtual memory system. This post describes how to build a stack-like allocator that can automatically grow up to a given maximum size.
The slides for both the master class and the session I held at the Game Connection in Paris are now available:
A big “Thank you!” to all the people who attended, I really enjoyed working with you. Looking forward to seeing some of you again next year!
After lots of work I’m proud to finally announce that the first evaluation SDK for our core technology is now available!
Check out www.molecular-matters.com for more information on the core library. Further SDKs will follow during the next few months.