Optimization – Profiling & Cache Coherence

It's far more important that a thing works, than for it to work quickly. Software optimization is a slippery slope and should be embarked upon with an ample supply of caution, focus and above all else, metrics; always metrics. An established mantra is that you should not optimize anything until you see a problem. The … Continue reading Optimization – Profiling & Cache Coherence


Generating Terrain with Noise

It occurred to me recently that it was time to improve the terrain/world generation in Eden. Up to this point, believe it or not, I was getting by with some homemade algorithms that created enough variety early on in development to be useful. Now however, as the game is maturing, I needed more realistic looking … Continue reading Generating Terrain with Noise