The problem You’re building a game-world that is big, so big in a fact that not all of it can…
Continuing from where we left at the end of the previous post, we’re gonna dig a little deeper into technology…
GPU computing For the March 2018 development-sprint we scheduled a number of performance optimisations. Since MilOps runs almost entirely on…
One of the "benefits" of using new technology such as OpenCL, is that you sometimes find other people's bugs. Finding…
Introduction We have ambitious goals for MilOps. One of them is its "scale". Instead of a couple of square kilometres,…