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GPS on the Microsoft Hololens

Published in Virtual and Augmented Reality

By Damian Oslebo - The Hololens is an amazing device capable of many things. Oddly enough, it is not equipped with a GPS Sensor. This article demonstrates a techniq...

Shadows and light on Kepler 22

Published in Graphics Programming and Theory

By Maurizio De Girolami - A brief description of the lighting system of the Kepler22 game.
Kepler22 is an open world game with mixed indoor / outdoor environment and fu...

Game Engine Containers - handle_map

Published in General Programming

By Jeff Kiah - This article explores the creation of a data container for game programming. This container is meant to take the place of C++ standard library cont...


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GPS on the Microsoft Hololens UNDER REVIEW

Sep 27 2016 10:33 PM | Posted By Damian Oslebo in Virtual and Augmented Reality
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.

Tagged With:  Hololens  AR  GPS  Bluetooth  unity 
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Shadows and light on Kepler 22

Sep 22 2016 01:38 PM | Posted By Maurizio De Girolami in Graphics Programming and Theory
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...

Tagged With:  shadows  lighting  mobile  light id map  shadow intensity map  power vr  deferred 
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11Likes
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Game Engine Containers - handle_map

Sep 14 2016 06:27 PM | Posted By Jeff Kiah in General Programming
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.

Tagged With:  C++11  Data Oriented Design 
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Pupping - a method for serializing data

Aug 30 2016 07:26 PM | Posted By Daniel Randle in Game Programming
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.

Tagged With:  c++  serialization 
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Five and a Half Steps to Efficient Meetings

Aug 16 2016 03:25 PM | Posted By Dominik Berner in Production and Management
How to go about planning and running successful meetings

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Custom Deleters for C++ Smart Pointers UNDER REVIEW

Aug 15 2016 06:02 PM | Posted By Bartlomiej Filipek in General Programming
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?

Tagged With:  c++ 
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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 
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Troubleshooting Physically-Based Content

Aug 02 2016 05:52 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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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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6Likes
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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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3Likes
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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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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 
PARTNERS