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Developer Blog – Object Pooling.

Object Pooling. In some ways, game development is a puppet show. You parade your characters across the stage, they hop about, and you swap them out for others. Obviously, unused puppets aren’t scrapped, they get reused. And you wouldn’t stitch together an entirely new puppet each time it...
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Developer Blog – Texture Atlasing.

As described previously, if we combine textures that share shaders we can reduce the number of materials. If we reduce the number of materials, we increase the number of meshes eligible for Static Batching . More Batching means less set pass calls. Less set pass calls means greater...
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Developer Blog – Static Batching

Imagine having to write a paper on a subject you are familiar with. Compare that with writing a paper on a subject that you know nothing about. Which is the most pleasant experience of the two? Which will take longer? Most likely it will take longer to write...
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What’s a Splat Map?

I recently saw a game dev youtuber give out bad info when asked what a splat map is, saying that “the splat map is the base texture that covers the entirety of the terrain. The texture map (image) is literally placed (splatted) over the terrain (in the video...
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