assert() is a very useful tool for ensuring that pre- and post-conditions, as well as invariants, are met upon calling or exiting a function. If you have never used assertions before, start using…
Before we can really delve into the inner workings of the Molecule Engine’s memory system, we need to cover some base ground first. Today, we’re taking a very thorough look at new,…
Lately I've been playing around with Physical Based Rendering (yes, I'm late to the party). It took me a while to get it working because I kept getting weird results that looked more like…
Today, I want to start a series on how to build your own memory system to be used in your game or engine. The series will cover how to handle allocations with vastly different lifetimes using…
A fast content pipeline is crucial for today’s engines, allowing the user to quickly iterate on features, assets, etc. Molecule’s content pipeline enables hot-reloading of every asset…
In 2004, two guys went on holiday to France to drink beer and play computer games. One of their diversions was Laser Squad Nemesis, the turn-based strategy game from X-COM creator Julian Gollop. As…