Thunder Hop Games Blog

Various experiences and technical discoveries from the game development journey. This blog is new, articles will appear periodically.

Posts

How I (Over) Doubled My Game Engine's Performance

How I (Over) Doubled My Game Engine's Performance preview image

In today's post, I want to dive into one of the most satisfying aspects of game development: squeezing performance gains out of your engine through clever (and sometimes obsessive) optimization. Recently, I released a YouTube video “How I (Over) Doubled My Game Engine's Performance by Reducing Heap Allocations.”

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Tone Mapping

Tone Mapping preview image

One of the recent graphical upgrades I tackled was implementing proper tone mapping into the rendering pipeline. This might sound like a subtle change, but the visual difference it makes is substantial. It transforms bright and flat visuals into something that feels rich, balanced, and more cinematic.

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Fixing Grainy Textures with Mip-Mapping and Anisotropic Filtering

Fixing Grainy Textures with Mip-Mapping and Anisotropic Filtering preview image

After noticing grainy textures appearing on distant surfaces, I decided to implement mip-mapping and anisotropic filtering in my C#/DirectX engine. The result was a surprisingly big visual improvement, making textures smoother, cleaner, and far more stable when the camera moves.

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