Last year, I wrote a blog about creating your own simple collision detection code. I implemented this for a children's math game I created. You can refer to my blog here:
In this module, participants will learn some principles for threading a simple 3D graphics game. We will decompose the problem into separate pipelined domains that can be threaded separately. Specifically we will look at how to accomplish concurrent processing of Physics, AI, and other game components and how to achieve speedup on multi-core platforms.
by Alexandra Weber Morales
While much has been written about the whys, hows, and whether-or-not-to's of threading, there's been little focus on the most productive way to pound a paradigm shift like this one into place. Here's a peek into the Zen of threading for game developers.
A 3D game engine is a complex collection of code. Anyone entering into game development would have to spend at least a year developing a game engine or purchase a pricey game engine to utilize. Of course, another option would be to use an open source engine, but game developers have often shied away from these due to their lack of features and reliability. However, these days there are several open source engines (or low-cost commercial engines) that have a rich set of features and offer stability.
Thanks to all the participants and congratulations to the following entries who were selected by our panel of judges. They get to take home the following cash and hardware prizes:
Category 1 - Most Innovative Use of Physics in a Game