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Author: PolyVector
Description: Dev Blog: http://deadshift.com Dead Shift is a game I'm developing for XBLIG (Xbox Live Indie Games)... It's about zombies and survival... 'nuff said! :) Progress Update #2: Problems with physics engine performance have gotten out of control lately, so I've been writing a new engine from scratch with a focus on speed/fun over realism. A Little Background: Developing games for the Xbox360 using XNA has some serious pitfalls. XNA, unfortunately, doesn't make good use of the Xbox360's amazing hardware. The vector processor cannot be accessed at all, only 4 out of the 6 CPU cores are available, methods are never inlined, math/memory operations are slowwwww, and the mandatory garbage collector makes me want to rip out my hair. A high-quality physics engine with advanced features is never going to be able to handle large environments... I decided to write this new physics engine to work around these specific restrictions and make the best of a bad situation.
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