Writing a game rendering engine architecture

The goal of such an abstraction layer ought to be to make the underlying functionality easy to understand, use and debug. It seems like a natural question, then:

Writing a game rendering engine architecture

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Having skilled girls reduces the chance of getting caught in this. A harem girl gets sick: Possibly a place to have some nice non-sexual caring for the harem girls.

Attend some service related to the cuckquean goddess: Probably a little lewd, in description if nothing else. You can see if she does a good enough job for her husband to kiss her at it. Attend party with hubby and harem girls to raise his stature in society: Possible late game event: Comes with free angelgirl to add to the harem.

writing a game rendering engine architecture

Whatever happens that brings up the chance. Slave offered by someone: Concubine alliance noble house, merchants, miscellaneous: From whatever event happens, it would be a quest chain that would involve lots of non-sexual hugs, headpats, handholding, cuddling, and care until she could recover enough.

Game Engine Architecture

I think I wanted this event after playing some of the other games and just wanted to rescue and care for the girls after the brutality killed my arousal. Late in the quest chain, she shyly talks to you about how well your husband cares for his girls, how comfortable she it with him, how handsome he is, and how she might like a little more intimacy in an adorable scene.

Neutral events that are just setting flavor: Some of the more tedious aspects of some of the management games could be eliminated because this game would assume that the women have some initiative, rights, and perhaps more importantly the game will not be about abusing women as so much of the content in those games tends to be.

So overall a far less grimdark setting than many of those.


The overall focus of the game will be more about the relations between the husband, wife, and harem girls and not micromanaging brutality.Hello /gamedev, I Study Software Engineering for 2 years now and want to program a Game Engine.

I already know some C++, Java and C# and it was always my goal to work in the Game industry. Life is to short to write an engine for each game (Taken from the Book 3D Graphics Programming by Sergei Savchenko) The current selection of excellent Engines such as Unity, Unreal or CryEngine are as flexible as one could hope and can be used to make pretty much any game.

The Company Behind leslutinsduphoenix.com and Cryptocurrency Voxels (VOX) Rebrands to Address Bolder Vision and Broader Opportunity in Cloud VR Gaming, Developing New Game to Showcase Infrastructure. After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot !

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# support, Bullet as the 3D physics engine, and many other features which are described in depth below. Singleton Game Programming Patterns Design Patterns Revisited.

70 thoughts on “A demonstration that Direct2D is patently ridiculous.”

This chapter is an anomaly. Every other chapter in this book shows you how to use a design pattern. This chapter shows you how not to use one.. Despite noble intentions, the Singleton pattern described by the Gang of Four usually does more harm than good.

They stress that the pattern should be used sparingly, but that message was. The core functionality typically provided by a game engine includes a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and may include video support for cinematics.

Deadline 10 – Launch a Rendering Fleet in AWS | AWS News Blog