Timo HeinäpurolaManaging Complexity in Game Code — A Case StudyIn this article I present an approach for game code architecture that we built for an unannounced Unity project.Aug 22, 2019Aug 22, 2019
Timo HeinäpurolaEngine Internals: ReflectionIn this article I will break down how the reflection system in our engine works. The system is relatively new and we acknowledge that some…Mar 26, 2019Mar 26, 2019
Timo HeinäpurolaEngine Internals: Content PipelineWhen it comes to choosing the file formats to use in your game, popular ones such as PNG and FBX often end up not being good enough. They…Jun 7, 2017Jun 7, 2017
Timo HeinäpurolaEngine Internals: Optimizing Our Renderer for Metal and iOSThis year at Nordic Game Conference I did a talk about optimizing our renderer for tile-based deferred renderers and Metal on iOS. I…May 25, 20171May 25, 20171
Timo HeinäpurolaEngine Internals: Managing a Game WorldEvery game needs a way to manage the world you play in. In our case it’s a 3D world with lots of stuff in it. You have bullets whizzing by…Mar 17, 20171Mar 17, 20171