Research & Development

Gameplay Architecture for Performance

Posted on Aug 02, 2007, 4:00 am
Here is a presentation given to the programmers at Insomniac Games on July 6, 2007. It covers two related topics. First we consider a case study of an optimization to NPC AI used on Resistance: Fall of Man. Then we discuss a broader proposal for a game-play architecture that supports and encourages higher performance code compared to the common game-object driven main loop.
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