Category Archives: Tech definitions

Developer Blog – Object Pooling.

By | July 4, 2016

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 needed to reappear, would you? Of course… Read More »

How Augmented Reality Works in the realLive T. Rex App!

By | March 28, 2016

A video in which I do my best to explain how Augmented Reality works.   A Note from Admin: I hope you found this content useful. If so, please like and subscribe and consider contributing to so that I can continue to produce great #gamedev and #game art content while battling cancer! Subscribe and get… Read More »

Developer Blog – Texture Atlasing.

By | February 17, 2016

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 performance. So, according to the law of… Read More »

Developer Blog – Static Batching

By | February 16, 2016

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 a paper on a subject that you… Read More »

Variables, Functions, and Conditionals Made Easy

By | September 13, 2014

Programming is powerful. It gets its power from variables, functions, and conditionals. A variable is storage for dynamic information. A function is one or more instructions that perform a specific task. A conditional expression decides what should be done in the event that specific information meets particular criteria such as being true or being a… Read More »