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Troubleshooting Physically-Based Content

Published in Visual Arts

By Alex Mercer - 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 g...

Industry Producer Interview Project: Game Development Team Problems Analysis (Part 2)

Published in Production and Management

By Eric Chou - Eric Chou provides a very detailed, academic analysis of key problems he has encountered as a Producer for Tiberium Secrets, including potential so...

Designing a Mobile Game Technology Stack

Published in Mobile Development

By Ruud van Falier - A look at the technology stack designed by Rumar Gaming that allows rapid release of new games without worrying about non-gameplay functionality, d...


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Troubleshooting Physically-Based Content UNDER REVIEW

Jul 28 2016 03:44 PM | Posted By Alex Mercer in Visual Arts
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.

Tagged With:  global illumination  PBR  rendering  enlighten  physically based rend 
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Industry Producer Interview Project: Game Development Team Problems Analysis (Part 2) UNDER REVIEW

Jul 18 2016 08:54 AM | Posted By Eric Chou in Production and Management
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.

Tagged With:  producer  management  HR  human resources  production  Louis Castle  Modding  RTS  Real Time Strategy  Command and conquer  virtual team managment  team structure  online meetings  Command & Conquer 
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Designing a Mobile Game Technology Stack

Jul 07 2016 02:34 PM | Posted By Ruud van Falier in Mobile Development
A look at the technology stack designed by Rumar Gaming that allows rapid release of new games without worrying about non-gameplay functionality, databases or API hosting.

Tagged With:  mobile  api  cloud  xamarin  aws  cross-platform 
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Load Testing with Locust.io UNDER REVIEW

Jun 21 2016 08:00 AM | Posted By Ben Vinson in Game Programming
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.

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Shadow Map Silhouette Revectorization (SMSR)

Jun 15 2016 04:34 AM | Posted By Vladimir Bondarev in Graphics Programming and Theory
SMSR is MLAA based post-processing algorithm which aims to revectorize low res shadow maps.

Tagged With:  CG  Shader  Anti-Aliasing  Shadow Mapping  Post Processing 
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24Likes
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Vulkan 101 Tutorial

Jun 12 2016 04:23 AM | Posted By José Henriques in OpenGL and Vulkan
From WinMain to triangle on the screen.

Tagged With:  Vulkan  Tutorial  C/C++  Win32 
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Procedural Generation: Implementation Considerations UNDER REVIEW

Jun 11 2016 08:02 AM | Posted By Francisco RA in Graphics Programming and Theory
This article discusses considerations when you are implementing procedural generation (procgen) systems.

Tagged With:  procgen  procedural generation  gamedev  pcg 
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Math for Game Developers: Graphs and Pathfinding

Jun 08 2016 07:14 PM | Posted By Jorge "BSVino" Rodriguez in Artificial Intelligence
Jorge returns with another series of his popular YouTube videos, covering AI techniques to make your agents smarter about moving around your game world

Tagged With:  math  ai  pathfinding  graphs  breadth first search  dijkstra 
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Procedural Generation: Pros and Cons

Jun 08 2016 05:53 PM | Posted By Francisco RA in Graphics Programming and Theory
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.

Tagged With:  procgen  procedural generation  gamedev  pcg 
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Billboarded Foliage in Unreal Engine 4

Jun 08 2016 05:52 PM | Posted By Craig Edwards in Graphics Programming and Theory
Learn how to render forests of potentially millions of trees in Unreal Engine 4, without bogging down your hardware.

Tagged With:  UE4  Shader  Material  Material Instancing  Foliage  Billboard  Forest  Unreal Engine 4 
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Serious Sam shooter anniversary - finding bugs in the code of the Serious Engine v.1.10

Jun 06 2016 09:17 AM | Posted By Svyatoslav Razmyslov in Game Programming
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.

Tagged With:  programming  gamedev  bugs  c++  open source  Serious Sam 
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Static, zero-overhead (probably) PIMPL in C++ UNDER REVIEW

Jun 02 2016 08:32 AM | Posted By Boreal in General Programming
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.

Tagged With:  c++  pimpl 
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9 Tips on Localizing Audio UNDER REVIEW

Jun 01 2016 08:25 AM | Posted By Vladimir Kupratsevich in Music and Sound
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.

Tagged With:  audio  localization  sound  translation  translator  languages  script  voiceover 
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Building tools for Unity to improve your workflow

May 27 2016 08:33 PM | Posted By Guillermo Andrades in Game Programming
Unity’s editor tools are awesome, and we’ve built a lot of stuff with it.

Tagged With:  editor tools  unity  tools  development  cremagames  immortal redneck 
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Integrating Socket.io with Unity 5 WebGL UNDER REVIEW

May 21 2016 02:42 AM | Posted By Damian Oslebo in Multiplayer and Network Programming
Interested in setting up multiplayer networking over WebGL Unity? This article provides a framework for use in your Unity web builds.

Tagged With:  Unity  WebSockets 
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Design Guide for Room Scale VR

May 18 2016 12:23 PM | Posted By Eric Nevala in Virtual and Augmented Reality
Developing Virtual Reality games is very new. I cover many of the core considerations a new VR developer or designer would need to think about when building a room scale VR experience. I also share many of the tips and tricks I've learned.

Tagged With:  Virtual Reality 
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A Brain Dump of What I Worked on for Uncharted 4

May 12 2016 06:10 PM | Posted By Ming-Lun "Allen" Chou in Game Programming
Now that Uncharted 4 is released, I am able to talk about what I worked on for the project.

Tagged With:  Uncharted  AI  Gameplay 
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7Likes
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Industry Producer Interview project: Job Analysis of a Games Producer (Part 1) UNDER REVIEW

Apr 20 2016 11:45 AM | Posted By Eric Chou in Production and Management
In this article you'll find a systematic cross comparison of the Knowledge, Skills, abilities and others, that make up a games producer. Includes Interview with SME: Mark Skaggs former SVP of games at Zynga

Tagged With:  producer  managment  HR  human resources  production  Mark Skaggs  modding  RTS  Real time strategy 
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2D Lighting System in Monogame

Apr 20 2016 07:14 AM | Posted By Cody Red in APIs and Tools
Learn how to do a simple 2D lighting/shadow system with Monogame

Tagged With:  2d lighting  monogame  xna  shadows  HLSL lighting 
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The Incredible Lightness of Being An Ark Developer

Apr 05 2016 08:33 AM | Posted By Yasin Ghannam in Breaking Into the Industry
"In this game I'm a small cog in a well oiled machine (admittedly some of that oil is midnight one, but hey, I ain't about to complain, I really love it when I can't find taxies home, it's hilarious. Walking is good for the health thing)"--A retrospective look at beginning a career in the Egyptian game development sphere.

Tagged With:  Ark Survival Evolved  Unreal Engine 4  Instinct Games  Young Developer 
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Unreal Engine 4 C++ Quest Framework

Mar 25 2016 08:14 AM | Posted By Martin Hollstein in Game Programming
Trying to build that great game with clear objectives? Designing an RPG? Need a robust and flexible framework for Quests or Objectives? Then check out this article for designing such a system in UE4 using C++. But that is not all, you can take these designs and carve them to your engine of choice with just a few tweaks.

Tagged With:  UE4  c++  code  technical 
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Online Video Game Engines: Discover Why You Should Use Them

Mar 17 2016 12:29 PM | Posted By Jose Maria Martinez, 'Hafo' in APIs and Tools
Online game engines: analysis of the advantages and disadvantages that a solution like this offers when compared to the classic desktop game makers.

Tagged With:  game engine  video game engine  online game engine  videogame engine  html5 game engine  html5 engine  web game engine  online web game engine  advantages  disadvantages  game editor  game maker  pros  cons  pros & cons  develop  web develop  web game develop 
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The Unity Tools Used to Develop Our FPS

Feb 11 2016 07:42 PM | Posted By Guillermo Andrades in APIs and Tools
After a few years working with Unity, I felt like talking about some of the most useful tools for this engine.

Tagged With:  Unity  Tools  FPS  Engine  Resources  Asset Store  A* Pathfinding  Behavior Designer  Instant Good Day  Colorful  Editor Auto Save  DOTween  Master Audio  PrefabEvolution  Rewired  ShaderForge  StylizedFog 
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Sony C#/.NET Component Set Analysis UNDER REVIEW

Jan 28 2016 12:31 PM | Posted By PVS-Studio team in APIs and Tools
A new version of PVS-Studio allows it to now analyze C# projects

Tagged With:  sony  programming  csharp 
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Decoding Audio for XAudio2 with Microsoft Media Foundation UNDER REVIEW

Jan 15 2016 01:24 PM | Posted By Michael Fyffe (tragiccode) in Game Programming
Decoding Audio with Media Foundation and playing it back with XAudio2

Tagged With:  XAudio2  MediaFoundation 
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