Premature optimization is best avoided. Nevertheless optimization is a necessity in demanding fields such as 3d game/editor programming so here's an overview of general optimization strategy.
The Hard Part
Programming isn't easy, especially if you're programming large complicated projects. But what's the hardest part of game programming?
I'm pretty relaxed about coding-style, as I've found one style is rarely superior to another. People seem to like to write about it though. Perhaps I'll say something insightful.
If you want big levels to run fast, you need to implement some kind of occlusion culling. Portals are one possibility. Sectors and portals can be used for object visibility culling and visibility calculation for lights, shadows, and a number of other things.
C++ has its share of problems, but it's still the most commonly used language for game development. Here I discusss how I use C++, and mention a few tips about specific parts of the language.
Some of my thoughts on the tutorial writing process. Also mentions a few areas I would improve if I had time.
A post-mortem on our recent action RPG game project. It wasn't successful this time, so the article is mainly about what went wrong. But it still may be ressurected someday.
Engine Architecture #1
An overview on how to architect a 3d engine.
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