# gamedev.net > AI-optimized mirror of gamedev.net containing 25 pages totalling 12,662 words of clean markdown content, structured data, and semantic HTML. Original source: https://gamedev.net/. Last updated: 2026-06-15T10:27:04.096Z. Each page is available as HTML (with JSON-LD structured data) and Markdown (text-only, ideal for LLMs and RAG). ## Homepage - [The Game Development Community](/content/site-root.html): Learn how to make a game with free tutorials, active forums, and a community of 500,000+ game developers. Programming, design, art, and more — GameDev.net, the game development community since 1999. (1,168 words) ## Articles & Blog Posts - [forums/topic/708386-dynamic-indexing-into-constant-buffer-for-instancing.html](/content/forums/topic/708386-dynamic-indexing-into-constant-buffer-for-instancing.html) (1 words) - [forums/topic/665854-cant-release-backbuffer-before-calling-swapchain-resizebuffers.html](/content/forums/topic/665854-cant-release-backbuffer-before-calling-swapchain-resizebuffers.html) (1 words) - [forums/topic/598145-orientation-representation-is-it-really-true-that-all-representations-with-3-values-suffer-from-gimbal-lock.html](/content/forums/topic/598145-orientation-representation-is-it-really-true-that-all-representations-with-3-values-suffer-from-gimbal-lock.html) (1 words) - [forums/topic/618854-questions-about-mapupdatesubresource/index.html](/content/forums/topic/618854-questions-about-mapupdatesubresource/index.html) (1 words) - [forums/topic/705733-batching-sprites-that-need-different-render-settings/5421227/index.html](/content/forums/topic/705733-batching-sprites-that-need-different-render-settings/5421227/index.html) (1 words) - [forums/topic/680852-d3d12-swapchainpresent-glitches/index.html](/content/forums/topic/680852-d3d12-swapchainpresent-glitches/index.html) (1 words) - [forums/topic/696249-dxgi_swap_effect_discard-to-dxgi_swap_effect_flip_discard.html](/content/forums/topic/696249-dxgi_swap_effect_discard-to-dxgi_swap_effect_flip_discard.html) (1 words) - [forums/topic/693679-using-gpu-profiling-to-find-bottlenecks/index.html](/content/forums/topic/693679-using-gpu-profiling-to-find-bottlenecks/index.html) (1 words) - [forums/topic/24214-nintendo-vs-pc/1114912/index.html](/content/forums/topic/24214-nintendo-vs-pc/1114912/index.html) (1 words) - [Original Post](/content/forums/topic/688120-updating-transformations-in-the-possible-presence-of-scene-graphs/5340322/index.html): For the 3D rendering part, I know support full scene graphs (unidirectional: from parent to child, but not from child to parent). Originally, I only used scene… (1,171 words) - [Original Post](/content/forums/topic/518010-determinant-of-view-matrix/index.html): Hi, I am wanting to start learning python, can I get some recommendations for a good free IDE. I use eclipse for my java work and would like to know … (579 words) - [Original Post](/content/forums/topic/714627-rotation-matrixes-and-quaternions/5457856/index.html): Hello there,I have this question because it happens than i can improve somewhat my game from the serverside if i get the answer to this.Given than every one of… (703 words) - [Raycast-based pathfinding experimentation | GameDev.net](/content/blogs/entry/2269758-raycast-based-pathfinding-experimentation/index.html): Hi everyone,Today, I would like to talk about pathfinding. The way I would usually tackle it would be by using some sort of grid and navigating in it... (914 words) - [Introduction](/content/blogs/entry/2264856-navigation-mesh-wall-collision-avoidance/index.html): Subscribe to our subreddit to get all the updates from the team! Introduction In our 3D game (miimii1205), we use a dynamically created navigation... (3,359 words) - [Original Post](/content/forums/topic/591632-how-to-determine-the-distance-between-two-computers-by-their-ip-adress.html): Hi all,I'm a newbie in network. I'd like to know if it's far or near between two computers, by their IP adress or by their ping value( the latency between … (877 words) - [Current progress:](/content/forums/topic/720001-yelena-rider-hells-shells-godot-retro-fps-volunteer-recruitment-artists-composer.html): Here's a video from the game:View TweetYelena Rider: Hells & Shells is a retro-inspired 3D FPS built in Godot, mixing PSX-style low-poly visuals, infernal … (431 words) - [Playstack sold, Xbox announces business 'reset,' and is generative AI poisoning the well? - Patch Notes \#56](/content/news/playstack-sold-xbox-announces-business-reset-and-is-generative-ai-poisoning-the-well-patch-notes-56-r3913.html): Xbox’s reported “business reset” and Playstack’s sale point to a market where publishers are tightening strategy, not just chasing growth. The bigger developer… (475 words) - [Original Post](/content/forums/topic/154797-vertex-cache/index.html): Hi may i know if a vertex cache is something i have to implement myself to batch polys or is it something that is in directx/hardware etc..? (672 words) - [Original Post](/content/forums/topic/611855-d3d11-device-and-devicecontext/index.html): I'm working with D3D11 and it's fun and all, but I don't really understand Microsoft's decision to split the D3DDevice into device and device context. I just d… (398 words) - [Forum Replies](/content/members/220669-generaljist/index.html): GameDev.net is game development, providing forums, tutorials, blogs, projects, portfolios, news, and more. (351 words) - [Xbox announces business 'reset' amid reports of layoffs and studio closures](/content/news/xbox-announces-business-reset-amid-reports-of-layoffs-and-studio-closures-r3888.html): Xbox is reportedly resetting its business while layoffs and studio closures ripple through the division, which is the part developers will feel first. Asha Sha… (442 words) - [Original Post](/content/forums/topic/688789-string-pulling-psychology/5343067/index.html): Which statement is true? 1) If an agent is travelling from point A to point C via point B, and if the subpath is walkable, I delete point B 2) … (422 words) - [Original Post](/content/forums/topic/711071-dynamic-tessellation/5443139/index.html): I'm confused about tessellation. All the docs state that the maximum tessellation for a quad is 64 which effectively increases a 2-triangle quad into 64x64x2 t… (323 words) - [Original Post](/content/forums/topic/523814-what-is-vertex-cache/index.html): Hello, Could somebody explain me what vertex cache is? I can't google it (368 words) ## Resources - [Full Page Index](/index.html): Browse all cached pages with rich metadata - [About This Cache](/content/about.html): Methodology, technical details, and usage guidelines - [XML Sitemap](/sitemap.xml): Machine-readable sitemap for crawler discovery - [Robots.txt](/robots.txt): Crawler directives