Simulation Optimization Techniques

Simulation games are usually attempting to simulate real-world systems in such a way as to mimic the essence of the system while accounting for accuracy along with physical performance. It's a balancing act. The goal is to approximate the real-world counterpart in a believable and resource efficient way. The key to simulating anything is to … Continue reading Simulation Optimization Techniques

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SpriteBatch vs VertexBuffer

This is gonna be a long one, but it will also be highly informative; hold onto your butts! I've created and made available a fully working Monogame examples project over on GitHub as a reference for the topics discussed in this article, you are encouraged to check it out. It is my goal to curate … Continue reading SpriteBatch vs VertexBuffer

Eden – Second Year in Review

Another year of Eden development! In the past year the following major features, systems and noteworthy mechanics were introduced or heavily expanded upon (this is in no way exhaustive of the new features and changes): Power Flow System & Mechanisms Levers/switches Conduit/power systems Doors Pressure Plates Pumps and Drains Floodgates Multiple Playable Races Humans, Goblins, … Continue reading Eden – Second Year in Review