Input Evaluation SDK available for download

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.

Adventures in data-oriented design – Part 2: Hierarchical data

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.

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Memory allocation strategies: a growing stack-like (LIFO) allocator

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.

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Game Connection Paris 2012 slides

The slides for both the master class and the session I held at the Game Connection in Paris are now available:

Master class: Memory Management Strategies (PPT, PDF).

Session: Debugging memory stomps and other atrocities (PPT, PDF).

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!