Today we’ll explore some of the lower-level concepts in C++. These are tools that get brought out of the toolchest when performance really matters and interoperability is paramount. Read on to learn about C++’s escape hatches and take fine-grained control over memory!
Posts Tagged assembly
I’ve been writing a lot recently about the C++ and assembly that C# code turns into when it’s run through IL2CPP and a C++ compiler. Today’s article shows you the steps so that you can see what your own game’s C# code turns into.
Continuing from last time, in today’s article we’ll discuss the process of building and using basic shaders. This forms the basis of all Flash 11 Stage3D
engines, so you’ll be learning how hardware-accelerated 3D shaders are built from the ground up.
To continue the series on Flash 11 Stage3D
shader programming, this week we’ll take a look at the data types your shader has available and finally dive into some actual AGAL assembly syntax.