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  Posted by Michael Tanczos , 01 Nov 2014
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Latest Updates
Developer Journal - 3 days, 13 hours ago
First Entry - By IYP
Hey guys.I'll be posting my experience method and all other stuff that I'll come across rewriting my engine, I started writing this engine about a year ago, Well performance was my real problem esp...
Developer Journal - 3 days, 15 hours ago
Beautiful code part 3 - bottom up design - By Norman Barrows
Beautiful code part 3 - bottom up designan example of beautiful code using bottom up design.with this method, you start with the lowest level stuff, then add higher level layers until you have a su...
Developer Journal - 3 days, 15 hours ago
Beautiful code - part 2 - top down design - By Norman Barrows
Beautiful code - part 2 - top down designan example of beautiful code.this was a result of top down design. IE high level routines fist, lowest level routines last.first, the algo was written in co...
Developer Journal - 3 days, 15 hours ago
Skinned mesh code part 5 - implementation example 2 - By Norman Barrows
Skinned mesh code part 5 - implementation example 2another implementation example from caveman 3.0:this is the actual code that draws band members and NPCs in the game now. void draw_caveman2(int...
Developer Journal - 3 days, 15 hours ago
Skinned mesh code part 4 - implementation example - By Norman Barrows
Skinned mesh code part 4 - implementation exampleAn implementation example from Caveman 3.0: // called by draw_skinmesh_caveman // draws eyeballs attached to the headbone with an offset.// to d...
Developer Journal - 3 days, 15 hours ago
Skinned mesh code part 3 - mesh and controller memory pools - By Norman Barrows
Skinned mesh code part 3 - mesh and controller memory pools // ----------------------------------- skinned mesh pool API ------------------------------------------- struct skinned_mesh_master{LP...
Developer Journal - 3 days, 16 hours ago
Skinned mesh code part 2 - Rockland skinned mesh API - By Norman Barrows
Skinned mesh code part 2Rockland skinned mesh API // ------------------------ Rockland skinned mesh API -------------------------- // -------------------------------- load skinned mesh ---------...
Developer Journal - 3 days, 16 hours ago
Skinned mesh code part 1 - Low level Microsoft code - By Norman Barrows
skinned mesh code part 1low level Microsoft code from DXUT.h and tiny.cpp. June 2010 DX9.0c SDK. // -------------------------------------------------------------------------------// -------------...
Developer Journal - 3 days, 17 hours ago
L Spiro on scene managers vs state managers - By Norman Barrows
L Spiro on scene managers vs state managersan excellent description of scene and state managers by L Spiro from a recent thread:A scene manager manages a scene in your game. A scene is any spaci...
Developer Journal - 3 days, 17 hours ago
Servant of the Lord on inheritance vs composition - By Norman Barrows
Servant of The Lord on inheritance vs compositiona very lucid explanation of inheritance vs composition by Servant of the Lord, from a recent thread:Classes should favor composition over inher...
Developer Journal - 6 days, 21 hours ago
Gameplay update - By Ashaman73
So, the month is almost over and no update up-to-now. There’s not much to show off. For one I was on vacation, on the other hand I play tested a lot and refined/rebalanced the game play.The gamepla...
Developer Journal - 2 weeks, 2 days ago
Meshes and Scenes - By Bacterius
In the last entry some simple rendering techniques aimed at improving the speed and quality of the renders were presented. In this short entry the ray tracer will be extended in two rather major wa...
Developer Journal - 2 weeks, 5 days ago
Niklas Frykholm's articles on Managing Decoupling - By Norman Barrows
Niklas Frykholm's articles on Managing DecouplingI just stumbled across this excellent series of articles right here on gamedev...http://www.gamedev.net/page/resources/_/technical/game-programming/...
Developer Journal - 3 weeks, 2 days ago
Less bullshit... More code! - By Migi0027 (肉コーダ)
The word "bullshit" is probably an exaggeration, although I honestly dislike it like everyone else does ( At least to my understanding ). What I'm talking about is the glorious exams, not universit...
Developer Journal - 4 weeks, 18 hours ago
Visual scripting: Control structures - By Juliean
Last entry:http://www.gamedev.net/blog/1930/entry-2261155-visual-scripting-basics/ Last time, I introduced you to the visual scripting system of my engine. I introduced you to the basics of the scr...
Developer Journal - 1 month, 1 hour ago
First OpenGEX-support ( alpha ) in Asset-Importer-Library - By Kimmi
in the last months I wrote an importer for the OpenGEX-asset-format in the Asset-Importer-Library. At the moment it supports:Node hierarchiesStatic meshesMaterial definitions You can find the impor...
Developer Journal - 1 month, 3 hours ago
Week of Awesome III coming up - By Endurion
In the later times I've come to write more and more games for C64 and my PC development got less and less. I do love me my little peaks in the form of competitions, like Ludum Dare, or GameDev's We...
Developer Journal - 1 month, 1 day ago
Moving from SVN to Git Part 1: Git-lfs - By doeme
For over eigth years SVN was the cornerstone of the software engineering department at the company I work and it helped us to develop high quality medical simulation software. However as our produc...
Developer Journal - 1 month, 3 days ago
Vertex Shaders and Textures for YAGSS - By fastcall22
This a continuation of the Yet Another Generic Space Shooter (YAGSS) game.Most of the graphics programming I've learned has been done through software rendering and fixed-function OpenGL, so I wasn...
Developer Journal - 1 month, 4 days ago
Visual scripting basics - By Juliean
Last entry:http://www.gamedev.net/blog/1930/entry-2261095-assets-creation-data-processing/ The last few weeks, my work has primarly been focused around my visual scripting system, so I decided to m...
Developer Journal - 1 month, 6 days ago
What came first, the chicken or the egg: Implementing the loading screen - By braindigitalis
Another week, another feature!This week heralds the addition of a loading screen. Partly due to a thread here on gamedev.net i decided that perhaps now was the time to add one, as shown below.http...
Developer Journal - 1 month, 1 week ago
Compute shader for skinned mesh animation - D3D11 - By Buckeye
Preface I was raised and educated as an engineer. Not an engineer for a locomotive (though I would've loved to have been such in the days of steam), but, by education and experience, an engineer i...
Developer Journal - 1 month, 1 week ago
Environment Simulation - By Ashaman73
It is time for an other developer log, this time in video form. In one of the previous videos I demonstrated the water simulation capabilities in Gnoblins and I have promised to talk about further...
Developer Journal - 1 month, 1 week ago
Playing with terrains - By arka80
The need I thought for a bit to a method to render tiled maps (terrains) in a way that seems less... well, less tiled actually. The brainstorming/idea First idea was to have smaller tiles and dif...
Developer Journal - 1 month, 2 weeks ago
Binary shoes, concrete head! - By Ubermeowmix
Hitting walls again, but I've learned just to strap on my protective hat and charge though it... finally emerging on the other side unscathed but realising that the other side of the wall has more...


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