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Ten Things to Achieve When Starting 3D Programming
Published in Game Programming
By Vasily Tserekh - I started 3D programming a few years ago. I was new into this world and I didn’t know what to learn and where to start. Now that I have acquired so...
Using C# Managed DLL's in UDK
Published in Game Programming
By Donald May - Learn how to write Dynamic Link Libraries (DLLs) in C# to extend the Unreal Development Kit (UDK) through DLL Bind.
Configuration And Tweaking
Published in Game Programming
By AllEightUp - Setting up a configuration system for both standard game settings and also development builds can often be a messy proposal. Presented in this art...
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Ten Things to Achieve When Starting 3D Programming UNDER REVIEW
Jun 14 2013 11:26 AM | Posted By Vasily Tserekh
in Game Programming
I started 3D programming a few years ago. I was new into this world and I didn’t know what to learn and where to start. Now that I have acquired some knowledge this is the list that I would have given to myself if time travel would be possible and I could return to that time.
Tagged With: opengl directx 3d
Using C# Managed DLL's in UDK UNDER REVIEW
Jun 12 2013 07:10 AM | Posted By Donald May
in Game Programming
Learn how to write Dynamic Link Libraries (DLLs) in C# to extend the Unreal Development Kit (UDK) through DLL Bind.
Tagged With: udk c# dll bind unmanaged exports marshalling
Configuration And Tweaking
Jun 10 2013 08:50 AM | Posted By AllEightUp
in Game Programming
Setting up a configuration system for both standard game settings and also development builds can often be a messy proposal. Presented in this article is a solution which is fairly non-intrusive and supplies a usable debug UI for modifying game values at runtime.
Tagged With: c++ configuration c++11
The Shaming of Pac-Man: A Remake of the Classic From the 80's With A Beginner Friendly Class Framework UNDER REVIEW
May 31 2013 07:13 AM | Posted By Niklas Björnberg
in Game Programming
Marvel at the technical brilliance and gritty story of modern day Pac-Man, and learn how to code like a not-still-super-noob gamedev!
Tagged With: retro framework pac-man
Game Programming: Snake UNDER REVIEW
May 28 2013 11:00 AM | Posted By Richard Marks
in Game Programming
Most game programming tutorials for beginners start you off with a Pong clone, well this one takes you through making a Snake clone game.
Tagged With: retro sdl c++
How to Structure a Game
May 27 2013 08:15 PM | Posted By Josh Klint
in Game Programming
Basic game structure is a topic that many people have trouble with, yet it somehow gets overlooked. In this lesson, I will show you exactly how to set up and structure code for commercial games.
Tagged With: c++ leadwerks
Case Study: Bomberman Mechanics in an Entity-Component-System UNDER REVIEW
May 27 2013 11:48 AM | Posted By Philip Fortier
in Game Programming
The Entity-component-system pattern is a hot topic these days. The article analyzes the mechanics in the Bomberman games and how they can be implemented using ECS.
Tagged With: ecs xna game mechanics
Building a First-Person Shooter Part 1.2: The Player Class UNDER REVIEW
May 22 2013 07:38 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
Object-Oriented Game Design
May 17 2013 07:37 PM | Posted By Josh Klint
in Game Programming
C++ can be intimidating the new programmers. The syntax does at first glance look like it was designed for robots to read, rather than humans. However, C++ has some powerful features that speed up the process of game design, especially as games get more complex. There's good reason C++ is the long-standing standard of the game industry, and we'll talk about a few of its advantages in...
Tagged With: c++ oop inheritance
Scripting Custom Windows in Unity3D UNDER REVIEW
May 17 2013 11:16 AM | Posted By Casey Hardman
in Game Programming
With the know-how, you can make your own windows in Unity. Allow me to teach you how and get you started.
Tagged With: unity3d editor editor window window gui
Binding D To C
May 16 2013 09:40 AM | Posted By Mike "Aldacron" Parker
in Game Programming
When getting up and running with game development in the D programming language, you can save a lot of time by linking with existing C libraries. D is ABI compatible with C, so it's not a difficult thing to do. This article, modified and updated from a series of posts in my Development Journal, shows you how.
Tagged With: d language c language binding
RPG Character Design: Technical Blueprints 101 UNDER REVIEW
May 15 2013 07:13 AM | Posted By Ivan Spasov
in Game Programming
In this article we will take a look at how you can design and develop from a technical standpoint your character classes for an RPG game.
Tagged With: technical design blueprints rpg character
Multiplayer Pong with Go, WebSockets and WebGl UNDER REVIEW
May 10 2013 01:16 PM | Posted By David Neumann
in Game Programming
This article will guide you through the implementation of a pong server in Go and a pong client in JavaScript using Three.js as render engine. I am new to web development and implementing pong is my first project. So there are probably things that could be done better, especially on the client side, but I wanted to share this anyway.
Tagged With: pong go webgl three.js javascript websockets networking multiplayer
Game Development with Win32 and DirectX 11 - Part 00.5: Concept UNDER REVIEW
May 10 2013 10:00 AM | Posted By Josh Vega
in Game Programming
In this quick article, I will let you know what to expect in the future of this tutorial series.
Tagged With: c++ directx11 win32
Building a First-Person Shooter Part 1.1: Visual Studio Setup UNDER REVIEW
May 08 2013 11:00 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
MVC and CBES as it Relates to Game Programming UNDER REVIEW
May 08 2013 07:04 AM | Posted By Adam Martin
in Game Programming
Learn about the MVC (Model, View, Control) paradigm and how it relates to being used with a CBES (component based entity system.) This article is about programming in a general sense and not a specific language or system.
Tagged With: cbes programming mvc
Pathfinding concepts, the basics
May 07 2013 07:18 PM | Posted By Michael Grenier
in Game Programming
Understanding the basic concepts of efficient and accurate pathfinding.
Tagged With: ai pathfinding unity3d
Building a First-Person Shooter Part 1.0: Creating a Room UNDER REVIEW
May 06 2013 11:20 AM | Posted By Chris Vossen
in Game Programming
In this lesson we make use of the Leadwerks engine and learn to use brushes, materials, UV manipulations, and lights as we build a room for our first-person shooter game.
Tagged With: leadwerks leadwerks 3 tutorial fps design level design level editor mobile ios android materials lights lightmap uv brushes texture assets
Practical Cross Platform SIMD Math: Part 2
May 03 2013 07:06 PM | Posted By AllEightUp
in Game Programming
In order to finish the discussion of practical SIMD usage, it is important to put the code into use and also discuss some performance issues. Finally, in order to make the code really useful, debugging tools will be added for catching errors as quickly as possible.
Tagged With: c++ c++11 simd math
Retro Game Programming: How to Make Pong UNDER REVIEW
May 01 2013 11:30 AM | Posted By Ankur Sheel
in Game Programming
This article aims at introducing beginners to make a Pong Clone
Tagged With: pong classic game c++ directx 3d
Swept AABB Collision Detection and Response
Apr 30 2013 12:51 PM | Posted By BrendanL.K
in Game Programming
Recognizing the problems with AABB and applying swept, broad-phase and various responses to make a more robust algorithm.
Game Development with Win32 and DirectX 11 - Part 01: The Basic Framework UNDER REVIEW
Apr 26 2013 11:27 AM | Posted By Josh Vega
in Game Programming
In this second lesson of this tutorial series, we'll start getting our hands dirty by setting up a Visual Studio project and writing our basic framework.
Tagged With: Win32 DirectX 11 C++ D3D11
Managing Decoupling Part 4: The ID Lookup Table
Apr 24 2013 11:28 AM | Posted By Niklas Frykholm
in Game Programming
Looks deeper into the advantages of using an ID lookup table and what data structures a system might use
Tagged With: engine design decoupling program organization systems
Managing Decoupling Part 3: C++ Duck Typing
Apr 19 2013 12:42 AM | Posted By Niklas Frykholm
in Game Programming
Dealing with systems that need to manipulate objects whose exact nature are not known, and how to handle this efficiently
Tagged With: engine design decoupling program organization systems
Introduction to Spritesheets
Apr 18 2013 07:43 AM | Posted By Jeremy Kennedy
in Game Programming
This article aims to introduce spritesheets and how to incorporate them into your game. Basic programming knowledge is assumed, however, knowledge of C++ and SFML is not required. The spritesheet concepts apply to other languages and libraries.


