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Mike Acton, our gracious facilitator of #AltDevBlogADay, has given us a challenge; show your ignorance (in other words, write about what you don’t know). I’m going to turn that on its head a little and instead write about what I didn’t know when I became an indie, so that you can have more of a head start.
Continue reading...2 April 2011
Chances are good that if you decide to make OpenGL calls directly, you have already thought about performance and efficiency. Optimizing VRAM use with texture atlasing is a good way to do that. In this article, I will talk about how to create really optimized textures.
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26 April 2011
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