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    <title>engine on QuickCharge Games</title>
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    <description>Recent content in engine on QuickCharge Games</description>
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    <copyright>Copyright &amp;copy; 2012-2016 QuickCharge Games, All Rights Reserved</copyright>
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      <title>Choosing a Technology Stack</title>
      <link>https://quickchargegames.com/news/choosing-technology-stack/</link>
      <pubDate>Mon, 05 Dec 2016 00:00:00 +0000</pubDate>
      
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      <description>Not This Kind of Technology Stack  I always end up spending too long choosing what game engines and technologies I want to use to build my games. So much wasted time. Last time around I couldn&amp;rsquo;t find a single game engine that looked competently developed: I tried everything that was available at the time, and nothing really worked for me.
Hardly anything even supported Android, which was one of my desired targets, so I didn&amp;rsquo;t have a lot of choice.</description>
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      <title>Graphics Optimization Using Texture Atlases</title>
      <link>https://quickchargegames.com/news/graphics-optimization-using-texture-atlases/</link>
      <pubDate>Mon, 21 Mar 2011 00:00:00 +0000</pubDate>
      
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      <description>One of the ways I&amp;rsquo;ve learned to improve performance of a game is to reduce use of video memory through the use of texture atlases. A &amp;ldquo;texture&amp;rdquo; in a game, in this context, is a bit of graphics that will be drawn to the screen as part of the game.
A texture atlas is a set of textures that have been cropped to the size of the actual image I need in the game &amp;ndash; when image files come from the artist, they usually contain a great deal of blank space around the image, and those blank pixels take up valuable video RAM, which can slow down the frame rate during game play.</description>
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      <title>Writing an Engine</title>
      <link>https://quickchargegames.com/news/writing-engine/</link>
      <pubDate>Thu, 17 Mar 2011 00:00:00 +0000</pubDate>
      
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      <description>When I started to work on my first indie game under the Recharge Games banner, I wanted to start with an existing library. I’d just spent almost six years working on the Playground SDK for PlayFirst, and was sick to death of writing game engines.
After doing a survey of what was available for Android in May of 2010, though, I came to the conclusion that none of the contenders would do everything that I wanted.</description>
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