22 Racing Series

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Melbourne, Australia

Behind the scenes of 22series.com

69 comments
13 followers
5 entries
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Hodgman
December 08, 2023
D3D12 Pipeline State Object caching

tl;dr don't do it

Just a quick note to save someone else the time of implementing a PSO cache…

I tested three strategies:

  • Just call CreateGraphicsPipelineState (1st bar in graph)
  • On first run, call CreateGraphicsPipelineState + GetCachedBlob (4th bar in graph)
    • on future runs call CreateGraphicsPipeline…
  • 7,226 views
    Hodgman
    November 22, 2019
    Live on Kickstarter!
    es  

    For the last 10 years we’ve been quietly building 22 Racing Series, with the aim of not only creating the world’s first Real Time Strategy Racing game, but also the world’s first racing-optimised games engine capable of handling extreme speeds and track designs previously not feasible, A…

    6,639 views
    Hodgman
    January 05, 2019
    Building custom input hardware
    Inspiration

    The game Objects in Space has been demoing their game at shows such as PAX with a giant space-ship cockpit controller, complete with light-up buttons, analog gauges, LED status indicators, switches, etc... It adds a lot to the immersion when playing the game:

    They have an Arduino tutoria…

    12,823 views
    Hodgman
    October 19, 2018
    OOP is dead, long live OOP
    edit:

    Seeing this has been linked outside of game-development circles: "ECS" (this wikipedia page is garbage, btw -- it conflates EC-frameworks and ECS-frameworks, which aren't the same...) is a faux-pattern circulated within game-dev communities, which is basically a version of the relational …

    168,858 views
    Hodgman
    August 09, 2018
    Imperfect Environment Maps

    In 22 our lighting environment is dominated by sunlight, however there are many small emissive elements everywhere.

    What we want is for all these bright sunlit metal panels and the many emissive surfaces to be reflected off …

    11,101 views
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