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UE4 Coding: Speeding up Compilation

There was one thing that al­ways frus­trat­ed me alot in the be­gin­ning of de­vel­op­ment with Un­re­al En­gine 4: It was the com­pile times, es­pe­cial­ly those for it­er­at­ing on your game. But it turns out that, if you stick to a cou­ple of key prin­ci­ples, they are man­age­able af­ter all.

UE4 Coding: Decoupling for Better Code

In the past year of UE4 de­vel­op­ment, I had prob­lems fig­ur­ing out how to struc­ture my game code: where to put game log­ic code to keep it read­able/main­tain­able, testable and re­us­able. This blog post sum­ma­rizes what I and my fel­low de­vel­op­ers have learnt as I fi­nal­ly feel con­fi­dent with my un­der­stand­ing.

You find that these functions are slow. That’s normal.

From: https://www.opengl.org/wiki/Common_Mistakes#glGetFloatv_glGetBooleanv_glGetDoublev_glGetIntegerv

I am sor­ry, Ocu­lus. But I’m not go­ing to use you SDK Ren­der­ing and will in­vest an­oth­er 30-60 hrs try­ing to repli­cate the ovr dis­tor­tion my­self.

Ocu­lus …

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