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Math for Game Developers: Probability and Randomness

Jul 10 2015 12:19 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
YouTube series for beginners explaining various mathematical concepts as applied to game development

Tagged With:  math  probability  randomness  rng  noise 
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How the PVS-Studio Team Improved Unreal Engine's Code

Jun 30 2015 04:15 AM | Posted By PVS-Studio team in APIs and Tools
Epic asked the PVS team to use their software to improve the code of Unreal Engine 4, here's a detailed look into UE4's code

Tagged With:  c++  unrealengine  static code analyzer  code review  pvs-studio 
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13Likes
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Coverage Buffer as main Occlusion Culling technique

Jun 26 2015 03:54 PM | Posted By Damon Wall in Graphics Programming and Theory
This article describes an Occlusion Culling technique inspired by CryEngine's C-Buffer. This technique is CPU-based but uses Z-Buffer from previous frame to compare with CPU-rasterized primitives.

Tagged With:  graphics  occlusion culling 
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Designing a Mobile Game Technology Stack UNDER REVIEW

Jun 22 2015 06:57 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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Cache In A Multi-Core Environment

Jun 18 2015 01:58 PM | Posted By Joshua Waring in General Programming
In my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that cache in a multicore environment is a whole other topic so I've written this article to cover the different considerations that come along with Multicore Programming.

Tagged With:  CPU  Cache  Optimisation 
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Cache And How To Work For It

Jun 16 2015 04:34 AM | Posted By Joshua Waring in General Programming
programming and storing data in a cache-friendly manner is imperative to performance improvements and, in turn, a reduction in power consumption

Tagged With:  CPU  performance  cache  memory  access  optimisation 
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Writing Efficient Endian-Independent Code in C++

Jun 04 2015 10:52 AM | Posted By 'No Bugs' Hare in General Programming
Better (simpler, faster, and more general) approaches, building on a previous GDnet article on this topic

Tagged With:  C++  endianness  marshalling 
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Improve Player Retention Reacting to Behavior [Server Scripts]

May 14 2015 10:48 AM | Posted By David Xicota in Game Programming
Picture this. You’ve fought hard to release your game, you get many downloads, BUT players get tangled up in level #8 and can’t get past it. According to analytics, they seemed to enjoy the game so far, but now they log in at lower rates. What's going on?

Tagged With:  server scripts 
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Building a First-Person Shooter Part 1.2: The Player Class

May 08 2015 06:15 AM | Posted By Chris Vossen in Game Programming
In this tutorial we will begin to flesh out our player class by adding in a camera and setting up character physics.

Tagged With:  leadwerks  c++  fps 
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Building a First-Person Shooter Part 1.1: Visual Studio Setup

May 08 2015 06:14 AM | Posted By Chris Vossen in Game Programming
This is the second lesson in a set of tutorials that demonstrate how to build a complete first-person shooter game, from start to finish. In this lesson we will use Visual Studios C++ along with Leadwerks 3 to setup our code base.

Tagged With:  leadwerks  visual studio  tutorial  fps  c++  lua  native code  design  mobile  ios  android  pc  mac 
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Why Do Mobile Games Often Fail at International Expansion?

May 03 2015 06:50 AM | Posted By Vincent Chan in Mobile Development
Many mobile games can benefit from international distribution, but many are unsuccessful. With these tips you'll have a better chance to succeed.

Tagged With:  mobile  internationalization  localization  translation  distribution 
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Dynamic vertex pulling with D3D11

Apr 30 2015 01:14 AM | Posted By Kirill Bazhenov in Graphics Programming and Theory
This article covers a method that allows you to render millions of unique objects with Direct3D11 or OpenGL 4+ with minimal CPU overhead. Rendering objects this way is very close to DX12/Mantle/Vulkan performance.

Tagged With:  d3d11  azdo  next-gen 
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Shader Cross Compilation and Savvy - The Smart Shader Cross Compiler

Apr 27 2015 08:52 AM | Posted By Apostol Dadachev in APIs and Tools
Taking a look at the problem of shader cross compilation and introducing a solution which utilizes a purely text based approach.

Tagged With:  shadertools  DirectX  OpenGL  HLSL  GLSL  C++  graphics  parser  programming  cross-platform 
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Automata, Virtual Machines and Compilers

Apr 27 2015 08:48 AM | Posted By Vilem Otte in General Programming
Have you ever wanted to find magic behind the actual computation inside your computer? How are compilers made? What is assembler and disassembler? How to make your own scripting language?Then the following article explains basics in theory and implementation behind this!

Tagged With:  C++  Scripting  Compilers  Automata  Interpreter  VM 
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Crowdin: Localizing Without Pain

Apr 17 2015 05:24 AM | Posted By Kirill Kliushkin in APIs and Tools
Pain-free localization is the dream of everyone who develops software for foreign markets. It's a true story about a tool that makes the localization process almost magic!

Tagged With:  localization  translation  cloud technology 
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17Likes
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Automated Deployment of Your Game

Apr 13 2015 06:53 PM | Posted By Craig Edwards in APIs and Tools
Learn how to bundle your game in an installer with very little effort, to sign your installer with a digital signature, and automatically upload your game to your website.

Tagged With:  inno setup  installer  uninstall  code signing  uploading 
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4Likes
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Arcade Machines and Gaming Library Pigaco - Devlog #0: Introduction & Architecture UNDER REVIEW

Apr 08 2015 08:34 AM | Posted By Max Heisinger in APIs and Tools
An introduction to a project which tries to make development of arcade games easier and to streamline building and providing arcade gaming machines.

Tagged With:  diy  console  selfmade  selfbuilt  game  gaming  arcade  retro  shared  memory  piga  pigaco  boost  architecture 
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7Likes
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Standard Gameplay and IAP Metrics for Mobile Games (Part 3)

Apr 02 2015 10:08 AM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering conversion for in app purchases.

Tagged With:  analytics  game balance  mobile  indie 
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Creating a Movement Component for an RTS in UE4 UNDER REVIEW

Apr 02 2015 08:56 AM | Posted By Dmitry Terekhov in Game Programming
having just finished refactoring a movement component for spaceships, the author discusses Navigation Volumes, Movement component, AIController and Pawn

Tagged With:  unreal engine 4  c++  movement  starfalltactics  ue4  how-to  pathfinding  network 
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How to check that a player's PC meets your requirements

Mar 20 2015 01:47 AM | Posted By Craig Edwards in Game Programming
You've created the next call of duty. In excitement, someone downloads your game and starts it. If their PC isn't the latest and greatest, are they met with a cryptic error message or crash, or something nicer? Read this article to find out how to do it the right way.

Tagged With:  system requirements  specifications  hardware detection 
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Skeletal Animation Optimization Tips and Tricks UNDER REVIEW

Feb 20 2015 01:28 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.

Tagged With:  Animation  Character Animation  Optimization  Skeletal Animation 
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Debugging - "Follow The Data"

Feb 18 2015 11:54 AM | Posted By Bruce J. Veazie in General Programming
Programmers may be unaware that, with the proper approach, debugging problems on their own can save time, and result in valuable self-education. An approach to debugging I call "Follow The Data" can do just that.

Tagged With:  debugging 
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Persistent Mapped Buffers in OpenGL

Feb 13 2015 09:04 AM | Posted By Bartlomiej Filipek in OpenGL
OpenGL (since version 4.4) gives us a new technique to efficiently move data from CPU to GPU. It's called persistent mapped buffers that comes from the ARB_buffer_storage extension.

Tagged With:  opengl  gpu  memory  performance 
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Visual Tools For Debugging Games

Feb 10 2015 07:03 AM | Posted By James Wucher in Game Programming
How much of your time do you spend writing code? How much of your time you spend fixing code?Which would you rather be doing? This is a no-brainer, right?

Tagged With:  game  game programming  debug  video game  2D  code  bug 
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Banshee Engine Architecture - RTTI & Serialization UNDER REVIEW

Feb 06 2015 09:46 PM | Posted By Marko Pintera in APIs and Tools
Learn about the design and implementation details of the run-time type information system used by the Banshee Engine. This article is a part of a larger series relating to the Banshee Engine.

Tagged With:  game development  banshee  engine  banshee engine  c++  directx  opengl  3d  graphics  rtti  serialization 
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