I’ve decided to tackle a few more technical features before I start adding more content to the game. Once those features are in, I’ll have a better sense of the technical requirements of the art I need to build for the game – which, hopefully, translates to less rework of the art later. After tackling visibility culling last week, I’ve now completely replaced the anti-aliasing implementation in Privacy. Previously, my engine used super-sampling to combat…

This week I want to dive into a rather technical – but very important – aspect of rendering in Privacy: visibility culling. Visibility culling is the term game developers use for the collection of techniques that together decide which elements of the game world need to be drawn to render the current frame. Since there is a cost to everything we draw, by far the biggest impact on rendering performance is made by cleverly and…

Feature uncreep

Motor December 20, 2018

Feature creep is common in game development. It’s why you can do almost anything you want in Read Dead Redemption 2. And it’s why Duke Nukem Forever took twelve years to develop. On the whole, I believe, feature creep doesn’t make games better. Do the thousands upon thousands of collectibles in a modern Assassin’s Creed game really make for a better experience? Or are they unnecessary busy work for both players and developers? Since I…

Exoleap is coming!

Motor August 8, 2018

My friends at Mechamania have finally revealed what they (and I) have been working on: Exoleap, a groundbreaking virtual reality experience. If you think the trailer looks cool, wait until you’ve had a chance to experience the ride – it is out of this world! The experience is powered by Motor, the engine that the team and I have been working on for the past year and a half. Bringing Motor up to the level of…