Archive for May, 2013

A game running at 60FPS needs to render every 16 milliseconds, meaning that all the logic for collision detection, animation, obstacle avoidance, physics, etc. must happen in that very short time. You also need to prepare for rendering and then send the instructions to the GPU. Multithreading seems like a most reasonable option if you […]


For the last few years I have been writing code in C#. I think C# and .net are great tools to write software. I find that C# is exactly where I need it to be, I can do low level when I need to work with pretty high level abstraction (ish). However the world (unfortunately) […]