Jay Dilley
Architecture - What should be contained in a game scene graph. Scene Management. This is maybe the easiest way to manage the objects in a scene and is also often a very good choice.
It’s a simple uniform grid with equally sized cells/buckets/patches (or whatever you want to call it). When rendering, all that is needed for culling is to check the view frustum against these cells to determine which ones are visible. This grid can most of the time be in only 2D but can of course in special cases be 3D if necessary. This spatial data structure works well with both static and dynamic objects. Some information of traversing a grid structure.
Pixel Art Tutorial WIP. This page is maybe 26.2% done!
Lots of placeholder blurbs! Pixel Art Tutorial Preramble.
Photoshop et al. Programming. Design. Articles. Utilities. Magic The Gathering. D&D. Timewasters. Misc. Reference.