Independent game developers - making Avoyd

Developing Avoyd, an abstract six degrees of freedom First Person Shooter voxel game.

Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary

Doug Binks - 31 Oct 2017


It's rare for me to read a blog post and immediatly put the information to use, but this post from Aras Pranckevičius (@aras_p on twitter) Best unknown MSVC flag: d2cgsummary is one. Within a short time I had cut elapsed compile and link times for Runtime Compiled C++ live coding with Visual Studio by 1.5x, and eventually 3x with total compile time (total time for all compile processes in a multithreaded system) down 10x. This post explains how.

Adding a new menu item using RCC++ with the changes made to improve compile times. The above video compile time was a little longer than I finally achieved due to FRAPS taking some CPU time.

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Multiplayers toxic last hit kill and how to heal it

Doug Binks - 20 Oct 2017


Avoyd multiplayer swarm

Last hit kill scoring in multiplayer team based games feeds toxic behaviour by encouraging competition within teams over cooperation. I propose that we take a different approach to scoring where two equal player attacks at the same time do not result in one player arbitrarily reaping all the reward.

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Avoyd Editor Prototype

Doug Binks - 03 Feb 2017


Stealth Launch

We've just stealth launched the Avoyd Editor Prototype for download, along with a purchase button for Avoyd.


Licence Agreement - Windows - Minimum Specification


From now on we'll be releasing new versions of Avoyd periodically, increasing the price as we add functionality. If you activate a purchased license key for Avoyd you'll get all the future updates we post, along with access to the multiplayer services we'll be rolling out. However for quite some time our Avoyd releases will continue to be free.

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 ›› 2017 
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › 2016
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › 2015
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Feral Vector
 › Normal generation in the pixel shader
 › 2014
 › Python Google App Engine debugging with PyCharm CE
 › Lighting voxel octrees and procedural texturing
 › Patterns and spheres
 › Python Google App Engine debugging with PyTools
 › Interview
 › Domain masking using Google App Engine
 › Octree streaming - part 4
 › Black triangles and nervous_testpilot
 › Presskit for Google App Engine
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › 2013
 › LAN discovery with multiple adapters
 › Playing with material worlds
 › Developer Diary archive
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Implementing a static website in Google App Engine
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › 2002
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › 2001
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready
 › Game Tech
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Normal generation in the pixel shader
 › Lighting voxel octrees and procedural texturing
 › Octree streaming - part 4
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › LAN discovery with multiple adapters
 › enkiTS
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › RCC++
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Web Tech
 › Python Google App Engine debugging with PyCharm CE
 › Python Google App Engine debugging with PyTools
 › Domain masking using Google App Engine
 › Presskit for Google App Engine
 › Implementing a static website in Google App Engine
 › Avoyd
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › Feral Vector
 › Patterns and spheres
 › Interview
 › Black triangles and nervous_testpilot
 › Playing with material worlds
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › Avoyd 1999
 › Developer Diary archive
 › Back in 1999
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready