Jump to content

  • Log In with Google      Sign In   
  • Create Account


Articles

Article Listing

Matrix Inversion using LU Decomposition

Published in Math and Physics

By Tim Bright - Need to solve a problem using matrix inversion? This article is for you!

Animating Characters with DirectX

Published in DirectX and XNA

By Douglas MacLeod - A tutorial on using Direct3D 9 to load and animate skeleton-based character meshes. Includes an introduction to setting up DirectX and Win32 applic...

Character Development in Video Games

Published in Game Design

By Winston Nguyen - Learn how to use gameplay mechanics in order to show character progression. I'll also explain how Persona 4 uses mechanics to develop really lo...


View Complete Archive You cannot add articles


Like
1Likes
Dislike

Matrix Inversion using LU Decomposition UNDER REVIEW

Apr 23 2014 05:57 AM | Posted By Tim Bright in Math and Physics
Need to solve a problem using matrix inversion? This article is for you!

Tagged With:  matrix  inversion  LU decomposition  numerical methods 
Like
6Likes
Dislike

Animating Characters with DirectX

Apr 22 2014 06:38 PM | Posted By Douglas MacLeod in DirectX and XNA
A tutorial on using Direct3D 9 to load and animate skeleton-based character meshes. Includes an introduction to setting up DirectX and Win32 applications

Tagged With:  directx  animation  characters  skinning  direct  3d  tutorial  hlsl  hierarchy 
Like
9Likes
Dislike

Character Development in Video Games

Apr 22 2014 12:44 AM | Posted By Winston Nguyen in Game Design
Learn how to use gameplay mechanics in order to show character progression. I'll also explain how Persona 4 uses mechanics to develop really lovable characters.

Tagged With:  character  mechanics  persona 4  gaming point 
Like
13Likes
Dislike

Entities-Parts II: Interactions

Apr 17 2014 12:09 PM | Posted By David Chen in Game Programming
The 2nd article in the series extends the RPG example so that it will simulate two teams battling against each other. This article will describe several techniques to handle interactions between entities such as those involved in the example.

Tagged With:  entity  part  framework  component  systems  services  pattern  interactions 
Like
12Likes
Dislike

All the Boring Bits of Paperwork you have to do as an Indie Developer

Apr 15 2014 07:00 PM | Posted By Size Five in Business and Law
Everyone knows that being an indie dev is the best job in the world. When you’re not just playing games on the sofa in your underpants surrounded by Crunchy Nut Cornflakes, you’re idly making guns and things that explode.

Tagged With:  business  legal  startup  finance 
Like
19Likes
Dislike

A Long-Awaited Check of Unreal Engine 4

Apr 14 2014 08:57 PM | Posted By Andrey Karpov in Game Programming
On March 19, 2014, Unreal Engine 4 was made public available. Let's see what interesting bugs the PVS-Studio static code analyzer has found in the project's source code.

Tagged With:  c++  pvs-studio  static code analyzer  code review  unreal engine 4  unreal engine  Unreal Engine  Unreal Engine 4 
Like
3Likes
Dislike

Composing Music For Video Games: Chords

Apr 11 2014 12:57 PM | Posted By Joe Gilliver, Dan Harris in Music and Sound
So far in the series we have covered key and tempo with regards to composing music for video games. In the article chords are discussed. An understanding of the construction of chords and how they can be utilised effectively with visual media is key

Tagged With:  composition  video game music  visual media music  ocular audio 
Like
7Likes
Dislike

Hacking the monolithic entity system

Apr 10 2014 03:11 PM | Posted By Paul Firth in Game Programming
I’m going to talk about a trick I used on the old PS2 game ’24 The Game’ to save over 30% of a frame by hacking the game’s monolithic entity system

Like
6Likes
Dislike

Path Finding for innovative games: Graph Creation and Best Path Selection

Apr 06 2014 07:44 AM | Posted By Giovanni Guarino in Artificial Intelligence
Path Finding issues have the same models from several years: navigation meshes, navigation grid and waypoints navigation for building the graph, A*, Sample, Dijkstra as 'already classic' algorithm. The advent of a new awareness, whom states that the logical approach to simulate humans is not the best way to solve the PF issue, is bringing new freshness for the AI world. The topic of thi...

Tagged With:  path finding  ai  artificial intelligence  navigation meshes  navigation grid  waypoint navigationm  mental navigation  intelligent agent  dynamic object avoidance  biological path finding  psychology 
Like
9Likes
Dislike

A Critique of the Entity Component Model

Apr 03 2014 06:36 AM | Posted By Sean "rioki" Farrell in Game Programming
The entity component model is all the rave for the last decade. But if you look at the design it opens more issues than it solves.

Tagged With:  programing  design  entity 
Like
9Likes
Dislike

Tracking Player Metrics and Views in Flash Games with Google Analytics

Apr 02 2014 02:45 PM | Posted By Wolfgang Graebner in Business and Law
How you can use Google Analytics to track metrics in your Flash games.

Tagged With:  analytics  flash  metrics  Google analytics 
Like
12Likes
Dislike

T4 Code Generation in Unity

Mar 28 2014 03:26 PM | Posted By Lior Tal in Game Programming
Many Unity APIs use a string identifier, such as the game object’s tag for various things (e.g: checking for a collision with “player”). In this article I explore a different, safer and automated technique that achieves the same result, without using strings.

Tagged With:  unity  t4  code generation  programming  c# 
Like
12Likes
Dislike

Math for Game Developers: Fragment Shaders

Mar 26 2014 11:45 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
A series of videos on the mathematics behind shaders, covering topics including normal mapping, lambertian surfaces, specularity, sprite lamp normal generation and fog

Tagged With:  shaders  normal maps  lambertian surfaces  specularity  fog  sprite lamp  normals 
Like
7Likes
Dislike

A Blending Animation Controller for a Skinned Mesh

Mar 24 2014 06:52 AM | Posted By Bruce J. Veazie in Graphics Programming and Theory
Animating a skinned mesh requires a method to put the character in motion on-screen. This article discusses a concept and a practical implementation of an animation controller for a skinned mesh.

Tagged With:  animation controller  skinned mesh 
Like
4Likes
Dislike

Perspective projections in LH and RH systems

Mar 24 2014 06:49 AM | Posted By Martin Prantl in Graphics Programming and Theory
As you may know, DirectX uses by default left-handed coordinate system (LH) and OpenGL uses right-handed system (RH). RH system has become some kind of a standard in a computer graphic. However, for my personal purposes, LH system seems more logical to visualise. In this article I summarize differences in matrices and also differences in both APIs (DirectX and OpenGL)

Tagged With:  projection  directx  dx  ogl  opengl 
Like
2Likes
Dislike

Path Finding for Innovative Games: Object Avoidance and Smoothing Movement

Mar 24 2014 06:48 AM | Posted By Giovanni Guarino in Artificial Intelligence
This is the last of three articles that treat a new approach for the Path Finding. It's a part of the studies and experience I made in the last years, mainly in the fields of the Artificial Intelligence for Games and Evolutionary Psychology.

Tagged With:  artificial intelligence  navigation meshes  navigation grid  waypoint navigation  mental navigation  mental map  intelligent agent  emotional agent  dynamic object avoidance  biological path finding  psychology  smoothing algorithm 
Like
3Likes
Dislike

Visual Studio Graphics Content Pipeline for C# Projects

Mar 24 2014 06:47 AM | Posted By Justin Stenning in DirectX and XNA
In this article we will look at how to use the graphics content pipeline for C# in both Visual Studio 2012 and Visual Studio 2013 for Desktop and Windows Store apps.

Tagged With:  d3d11  sharpdx  c#  vs2012  vs2013 
Like
9Likes
Dislike

Post Mortem: Da Boom!

Mar 22 2014 06:10 AM | Posted By Sean "rioki" Farrell in Production and Management
Da Boom! was developed over the course of the last half year in my spare time. It is a classical bomb laying game with a retro art style, but with the ability that you can play the game over the network. What went right? What went wrong?

Tagged With:  postmortem  indi  deisgn  development 
Like
21Likes
Dislike

Entities-Parts I: Game Objects

Mar 19 2014 08:42 AM | Posted By David Chen in Game Programming
The entity-component pattern is used to create complex game objects such as enemies and items. This article contains an implementation of the entity-component pattern and an example of creating a simple RPG battle system using this approach.

Tagged With:  framework  entity  pattern  object  component  part 
Like
21Likes
Dislike

Algo-Bot: lessons learned from our kickstarter failure

Mar 18 2014 07:40 AM | Posted By Sophie Schiaratura in Business and Law
After my first article regarding the development of Algo-Bot and the launch on Kickstarter, many of you asked me to explain a bit this Kickstarter first adventure. Here are the lessons we learned.

Tagged With:  Kickstarter  coding game  serious game  learning game  programmer  coder  game  fail  funding  marketing 
Like
11Likes
Dislike

Adventures in PR…

Mar 17 2014 11:41 AM | Posted By Jody Gallagher in Production and Management
we realized pretty quickly no one knew who we were or cared about our little indie game. Other than my mum, no one was going to buy this thing once we finished it. So we decided to listen to the experts yelling at everyone to share what they are actually doing (Brian Baglow) and come up with some sort of plan to do that.

Tagged With:  pr  gamedev  marketing 
Like
3Likes
Dislike

Autodesk Character Generator UNDER REVIEW

Mar 12 2014 12:26 PM | Posted By Kelly L. Murdock in Reviews
How would you like a product that completely jumps over the whole character modeling process, or at least that gives you a huge head-start? Well, it's time to rejoice because Autodesk's latest inspiration addresses this critical production step.

Tagged With:  review  autodesk  cloud  indie  character model 
Like
8Likes
Dislike

So You Want to Hire a Composer

Mar 11 2014 06:21 PM | Posted By Li Xiao'an in Music and Sound
In the following points, I will briefly explain my own work process and professional approach to creating a single musical track for a client. I will be including some useful tips for effective communication, efficient workflow and creative considerations, as well as detailing the expertise required to take music from just an idea to a commercially acceptable product.

Tagged With:  production  management  hiring  contractor  audio  composer 
Like
9Likes
Dislike

Development of the Game: From an Idea on a Napkin to a Campaign on Kickstarter

Mar 07 2014 08:12 PM | Posted By Andrey Vlasenko in Production and Management
There is nothing worse than an idea stuck in your head. At first it’s just looming at the back of your mind, then after an incubation period it makes you act. And so having worked in Enterprise software for about 7 years I have firmly decided that I want to try game development and create a game.

Tagged With:  game  development  demolition lander  cocos2d  kickstarter  chipmunk 
Like
9Likes
Dislike

Path Finding for innovative games: Navigation UNDER REVIEW

Mar 06 2014 02:53 PM | Posted By Giovanni Guarino in Artificial Intelligence
The current main approaches to the path finding issue are good for simple and classic games, but not for innovative ones, and often cause performance and human simulation issues. A new approach that starts from the findings of the evolution psychology could help making AI models for innovative games

Tagged With:  path finding  ai  artificial intelligence  navigation meshes  navigation grid  mental navigation  intelligent agent  dynamic avoidance  biological path finding  psychology 
PARTNERS