Gaming is one of the few truly global industries, filled with passionate fans (like us) who really care about their favorite titles. Which means simply doing localization isn’t enough. You have to nail it.
Indie developers are mostly brilliant when it comes to constructing their game but when release time comes many are often left with the question: “How do I get people to notice my game?” There really is no secret. The ones that find the most success are usually the ones with the best presentation and marketing alongside a solid core gameplay experience. Here are a few tips on how to get your ga...
The Hololens is an amazing device capable of many things. Oddly enough, it is not equipped with a GPS Sensor. This article demonstrates a technique for pairing your GPS capable smart phone to the Hololens using Bluetooth LE signals.
A brief description of the lighting system of the Kepler22 game.Kepler22 is an open world game with mixed indoor / outdoor environment and full dynamic lighting which runs smoothly even on the older ios devices. This was possible thanks to some unusual tecniques...
light id map
shadow intensity map
This article explores the creation of a data container for game programming. This container is meant to take the place of C++ standard library containers such as std::map and std::unordered_map, with an alternative that stores data contiguously in memory.
A look in to a useful pattern for serializing data which separates the serialization process from the resulting data. This pattern is very similar to boost serialization without the boost dependencies and templates. It is also easy to understand and expandable as needed.
We all know that smart pointers are really nice things and we should be using them instead of raw new and delete. But what if deleting a pointer is not only the thing we need to call before the object is fully destroyed?
In May 2016, German game-development company Crytek made a decision to upload the source code of their game engine CryEngine V to Github. This article gives an overview of errors found in the project by PVS-Studio static analyzer.
Physically-based rendering (PBR) is increasing in popularity and with its vast range of benefits, it is no wonder why. Artists can now remove the guesswork around authoring surface attributes and set up a material once, then reuse it throughout game development, freeing up more time to focus on the more creative aspects of asset creation.
physically based rend
Eric Chou provides a very detailed, academic analysis of key problems he has encountered as a Producer for Tiberium Secrets, including potential solutions and an interview with SME: Louis Castle, co-founder of Westwood Studios.
Real Time Strategy
Command and conquer
virtual team managment
Command & Conquer
This post gives a brief overview of how Kongregate uses Locust.io to perform distributed load testing of our infrastructure on AWS. It explains how we defined and ran our tests, along with covering some common pitfalls that we encountered along the way.
In this article I discuss the pros and cons of using procedural generation (ProcGen). This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do.
The first-person shooter 'Serious Sam' celebrated its release anniversary on March, 2016. In honor of this, the game developers form the Croatian company Croteam decided to open the source code for the game engine, Serious Engine 1 v.1.10. I have decided to participate in the code improvement, and wrote an article reviewing the bugs that were found by PVS-Studio analyzer.
There are a couple big caveats of PIMPL, and that's of course that you need to do dynamic memory allocation and suffer a level of pointer indirection, plus write a whole bunch of boilerplate! In this article I will propose something similar to PIMPL that does not require this sacrifice, and has (probably) no run time overhead compared to using standard private members.
In this article, we will share some tips on how to interact with recording studios and localization services, how to optimize and accelerate the process, and how to reduce the risks as well as the costs of audio localization.