When it comes to sprite rendering, I have mostly used XNA SpriteBatch directly or used a ported SpriteBatch to C++ to draw sprites in the past. However I always found XNA SpriteBatch limiting at times, expectially if you wanted to have different parameters passed to your pixel shader or if you wanted to use a different vertex input layout. Considering that XNA was designed around Direct3D 9 and…
Most games when they reach a certain size, they will need to persist data between game sessions. In our game dev jargon, we call this data a Save Game . Your first reflex would be to think: oh this is easy, we only need to find the user’s documents or data folder and use simple file read and write operations to handle the save data. Assumming we are using the Zig programming language , our…
Welcome to the Cold Bytes Games blog! We aim to share technical and design knowledge we found during the development of our games. Please stay tuned for more articles!