Jump to content

  • Log In with Google      Sign In   
  • Create Account

Game Programming Articles

Article Listing

Long-Awaited Check of CryEngine V

Published in Game Programming

By Svyatoslav Razmyslov - 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 arti...

Load Testing with Locust.io

Published in Game Programming

By Ben Vinson - 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...

Serious Sam shooter anniversary - finding bugs in the code of the Serious Engine v.1.10

Published in Game Programming

By Svyatoslav Razmyslov - The first-person shooter 'Serious Sam' celebrated its release anniversary on March, 2016. In honor of this, the game developers form the Cr...


View Complete Archive You cannot add articles


Like
4Likes
Dislike

Long-Awaited Check of CryEngine V

Aug 11 2016 10:59 AM | Posted By Svyatoslav Razmyslov in Game Programming
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.

Tagged With:  programming  opensource  crytek  cryengine  gamedev  cpp 
Like
-1Likes
Dislike

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.

Like
6Likes
Dislike

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 
Like
7Likes
Dislike

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 
Like
34Likes
Dislike

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 
Like
12Likes
Dislike

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 
Like
7Likes
Dislike

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 
Like
6Likes
Dislike

Creating your first game with Game Maker: Studio

Jan 07 2016 11:09 AM | Posted By Gurpreet Singh MAtharoo in Game Programming
So you want to make your own games? Then you've come at the right place! This article will help you create your first 2D game.

Like
21Likes
Dislike

Brain Dead Simple Game States

Jan 06 2016 01:13 AM | Posted By Boreal in Game Programming
Lately, I've realized that game state management is always vastly overcomplicated. Here's a brain dead simple system that does everything you probably need in a straightforward way.

Tagged With:  architecture 
Like
0Likes
Dislike

Not All is Fine in the Morrowind Universe

Dec 29 2015 12:14 AM | Posted By Andrey Karpov in Game Programming
OpenMW is evaluated for code issues by PVS-Studio

Tagged With:  pvs-studio  cpp  programming  openmw 
Like
12Likes
Dislike

Code for Game Developers: Optimization UNDER REVIEW

Nov 05 2015 08:12 PM | Posted By Jorge "BSVino" Rodriguez in Game Programming
a complete 15-part article series covering various important topics related to optimization of code

Tagged With:  optimization  amdahls law  big o  binary search  hash tables  loop unrolling  cache  soa  aos  memory allocation 
Like
2Likes
Dislike

A Rudimentary 3D Game Engine, Built with C++, OpenGL and GLSL

Sep 20 2015 07:06 PM | Posted By coding3d in Game Programming
Engine to be used as an aid in learning how to develop 3D games that compile on Windows, OSX and Linux, with C++, OpenGL and GLSL. It works with a dependency manager.

Tagged With:  OpenGL  GLSL  C++  Windows  Linux  OSX  Cross-Platform  Wavefront  PortAudio 
Like
14Likes
Dislike

From User Input to Animations Using State Machines

Aug 26 2015 07:36 PM | Posted By Albert Hofkamp in Game Programming
Performing smooth animation transitions in response to user input is a complicated problem. By using synchronized state machines, you can specify allowed behavior in an organized way, and have the computer handle combining of the behavior.

Tagged With:  event processing  state machine  synchronization  user input  animations 
Like
6Likes
Dislike

How to Design the Data Structure for a Turn Based Game

Aug 26 2015 01:54 PM | Posted By David Xicota in Game Programming
A recurring question I get. When you see the following example, you’ll see how easy it is

Tagged With:  turnbased  multiplayer 
Like
8Likes
Dislike

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 
Like
6Likes
Dislike

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 
Like
8Likes
Dislike

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 
Like
9Likes
Dislike

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 
Like
15Likes
Dislike

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 
Like
14Likes
Dislike

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 
Like
6Likes
Dislike

10 Tips From Global Game Jam 2015 UNDER REVIEW

Feb 04 2015 08:06 PM | Posted By Tobiasz Siemiński in Game Programming
Read about how to prepare for the Global Game Jam and others!

Tagged With:  ggj  game jam 
Like
9Likes
Dislike

A Room With A View

Jan 21 2015 09:09 AM | Posted By James Wucher in Game Programming
Instead of building a side-scrolling parallax 2-D world, build a massive any-direction-scrolling world and only let the player see a small part of it.

Tagged With:  2D  viewports  game 
Like
4Likes
Dislike

How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5

Dec 08 2014 02:57 AM | Posted By Jose Maria Martinez in Game Programming
This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a video game. You can clone a HTML5 example project in the WiMi5 Dashboard, in www.wimi5.com.

Tagged With:  score  scoreboard  lives  time  point  board  html5  create  visual  script  visual script  game 
Like
4Likes
Dislike

Throwing a Winning Pass UNDER REVIEW

Nov 07 2014 02:21 PM | Posted By James Wucher in Game Programming
Whether it is your quarterback looking for the receiver to throw to or a tank turning to atomize the enemy, figuring out how to lead the target when your launcher has to turn is some tricky business.

Tagged With:  2D  physics  intercept  target  algorithm  catch  throw  tank  football 
Like
5Likes
Dislike

Ultimate Input Manager for Unity UNDER REVIEW

Oct 30 2014 02:09 PM | Posted By Alex Winx in Game Programming
Ultimate Unity Input Manager. Tame the controllers diversity beast. Minimal code that supports even devices that aren't planned to work on designated systems

Tagged With:  Input  Unity  Mapper  Manager  Joystick  Gamepad  XBox  Wii  Wiimote  Nunchuk  C# 
PARTNERS