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Entities-Parts II: Interactions

Published in Game Programming

By David Chen - The 2nd article in the series extends the RPG example so that it will simulate two teams battling against each other. This article will describe s...

All the Boring Bits of Paperwork you have to do as an Indie Developer

Published in Business and Law

By Size Five - Everyone knows that being an indie dev is the best job in the world. When you’re not just playing games on the sofa in your underpants surrounded b...

A Long-Awaited Check of Unreal Engine 4

Published in Game Programming

By Andrey Karpov - On March 19, 2014, Unreal Engine 4 was made public available. Let's see what interesting bugs the PVS-Studio static code analyzer has found in...


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5 Bone Fully Rigged Humanoid Character

Mar 04 2014 02:09 PM | Posted By Andreas N. Grontved in Graphics Programming and Theory
A short article on how to severely optimize the human skeleton and boil it down to a bare minimum of only 5 skeletal bones.

Tagged With:  rigging  optimization  skinning 
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7Likes
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Postmortem: "Pavel Piezo - Trip to the Kite Festival", a game for learning languages UNDER REVIEW

Mar 04 2014 12:43 PM | Posted By Carsten Germer in Production and Management
Our game “Pavel Piezo - Trip to the Kite Festival” has just been released for the first target platform. I decided to write up this postmortem without knowing sales numbers and without being able to share details about marketing on different platforms as “the story so far”.

Tagged With:  postmortem  html5  cordova  phonegap  canvas  mobile  tablets  hidden object game  educational  javascript  post mortem 
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10 Things You Didn't Know You Needed from Crossplatform Mobile Game Engines

Mar 03 2014 02:42 PM | Posted By Arturs Sosins in Reviews
When 2 years ago I started looking for a crossplatform mobile game engine, it was really hard to find one that matched my needs, because as it turns out, I was judging by completely wrong reasons and looking for irrelevant characteristics

Tagged With:  crossplatform  mobile  game  engine  gideros 
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How to Work with FBX SDK

Mar 03 2014 12:01 PM | Posted By Tianyu Lang in Graphics Programming and Theory
This article introduces you to FBXSDK and teaches you how to export FBX model/animation to your own format

Tagged With:  how to  fbx  autodesk  sdk  graphics  animation  model  mesh  exporter 
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YAML Basics and Parsing with yaml-cpp

Mar 01 2014 06:15 AM | Posted By Dejaime Antônio de Oliveira Neto in APIs and Tools
Yaml, differing from XML, isn't a markup language. It is much cleaner and readable at the price of a stricter syntax. The main principle is still the same, go through a document to retrieve your so useful data. This article aims to provide an overview on YAML and how to parse it in C++.

Tagged With:  yaml  yaml-cpp  encoded  human readable format  serialization  c++ 
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Multilevel-Multiplayer with Unity UNDER REVIEW

Feb 26 2014 11:29 AM | Posted By Sorin Albu in Multiplayer and Network Programming
My experience with Unity by creating a Multilevel-Multiplayer application

Tagged With:  unity  multilevel  multiplayer  networking 
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Skinned Mesh Animation Using Matrices

Feb 26 2014 02:33 AM | Posted By Bruce J. Veazie in Graphics Programming and Theory
Games often use animated characters which walk, run, shoot, etc. Those animated characters are often rendered using an animated skinned mesh. Animating such a mesh can be implemented using arrays of matrices.

Tagged With:  animation  matrix  skinned mesh 
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Fast GUI Rendering using Texture2DArray

Feb 25 2014 04:33 PM | Posted By Kristoffer Lindström in Graphics Programming and Theory
This is my rendering approach to creating a custom GUI library that would support my needs of being fast, easy to work with and having a rendering system that merged well with general drawing of low vertex count objects.

Tagged With:  gui  ui  immediate  fast  directx  texture2darray  font  text  rendering  realtime 
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Composing Music For Video Games - Tempo

Feb 22 2014 12:13 PM | Posted By Dan Harris & Joe Gilliver in Music and Sound
A brief look into why careful consideration needs to be paid to tempo when composing.

Tagged With:  music composition  game audio  tempo 
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How To Setup a BlackBerry 10 Development Environment to Build Cascades Apps UNDER REVIEW

Feb 20 2014 02:35 PM | Posted By MarekKnows.com in Mobile Development
A step-by-step instructional guide on how to setup a BB10 development environment. This article includes instructions for downloading all the tools, installing them, and setting them up. You will learn how to get the BB10 simulator up and running and then how to connect it up to the momentics IDE to run and test code. You'll also learn how to connect to a physical BB10 device so that you ca...

Tagged With:  blackberry  cascades  bb10  ide  momentics  apps  simulator  virtual machine 
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Why Leadwerks? (An Opinionated Reflection on Two Game Engines)

Feb 18 2014 07:21 PM | Posted By Tim Shea in GameDev.net Soapbox
The Wings project will provide a set of tools for game developers to build smarter, more entertaining agents. This article delves into some of the experiences of the developers: a team of undergraduate computer science majors at CSU Sacramento.

Tagged With:  leadwerks  c++  ai  wings 
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The Shaming of Pac-Man: A Remake of the Classic From the 80's With A Beginner Friendly Class Framework

Feb 16 2014 07:17 PM | 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 
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4gency’s First Year Pt. 2: Node.Hack, the Problem Child

Feb 16 2014 07:09 PM | Posted By Charles N. Cox in Business and Law
Node.Hack is 4gency's first title, with a year and a half of lessons to teach about ads, trials, marketing, monetization, and missteps. Dig into the numbers on this multiplatform mobile action puzzler.

Tagged With:  android  ios  iphone  monetization  windows phone  advertising  marketing  trials  media 
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Improving a Sprite-Based Rendering Procedure

Feb 16 2014 06:54 PM | Posted By Julien Jorge in Graphics Programming and Theory
So you are developing a 2D game and, suddenly, you discover that the rendering procedure is too slow. What would you do? Would you put less elements in your levels or would you render them more efficiently? Since you are here, I suppose that you would pick the latter. So, here we go, I am going to tell you how to render less things while having more.

Tagged With:  optimization  sprites  largest empty rectangle  rendering  2d 
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5Likes
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Making a Game Engine: Transformations

Feb 15 2014 01:17 PM | Posted By James Lambert in Math and Physics
Any graphical game needs a way to place objects on the screen, move them, rotate them, and even grow or shrink them. Transformation matrices offer a very elegant solution to this problem.

Tagged With:  game engine  transforms  matrices 
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Physically Based Shading For Artists

Feb 14 2014 01:45 PM | Posted By Andrew Maximov in Visual Arts
I'm happy to present you here a quick yet thorough introduction video into the world of next gen physically based shading made specifically for artists

Tagged With:  physically based shading  pbs  materials  rendering  roughness  albedo  metallic  video 
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Getting Games Done

Feb 14 2014 05:42 AM | Posted By Michel Mony in Production and Management
This article is aimed at hobbyists/indie developers with limited spare time to dedicate to their projects. It seeks to help them increase their motivation (and finish their projects) all the while improving their working environment setup and productivity.

Tagged With:  indie  game  development  gamedev  trello  svn  jenkins 
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Math for Game Developers: Triangle Meshes

Feb 07 2014 04:30 AM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday we'll learn how to implement one game design, starting from the underlying mathematical concept and ending with its C++ implementation. The videos will teach you everything you need to know, all you need is a basic understanding of...

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When a Game Teaches You

Feb 06 2014 06:58 AM | Posted By Sophie Schiaratura in Production and Management
Developing Algo-Bot taught us the most important thing in game development: team communication. Read how hard it was to develop this game without killing each other.

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Beginners Guide to User Testing With Children

Feb 05 2014 12:21 PM | Posted By Marko Nemberg in Game Design
Children are avid tech users and spend a lot of their time playing videogames. But how can we be certain that our game design works? Is it enough to use child friendly design or is there something else in play?Click to read about the nr. 1 testing method used by major game studios worldwide.

Tagged With:  usability  playtesting  design  children  game testing  quality  QA  accessibility  game psychology 
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Ditching Diffuse Maps

Feb 04 2014 12:29 AM | Posted By Andrew Maximov in Visual Arts
A foray into artistic reasoning and technical details behind "procedural" texturing, with practical examples on modern-day tech.

Tagged With:  procedural  materials  damage  gradient  gradient mapping  the desert  RGB  efficient  data packing  art production  give away  free  height map  gradient map  priority  beauty  art  generation 
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Programming By Example - Adding AngelScript to a Game Part 2

Jan 30 2014 10:26 PM | Posted By Dominque A Douglas in Game Programming
There are many articles and tutorials on the basics of adding a scripting language to your game, but not many go beyond the basics of binding. The article will go further and show how to add scripting to an actual game.

Tagged With:  script languages  c++  angelscript  scripting  directx  xact 
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Math for Game Developers: Geometry Testing

Jan 30 2014 08:58 AM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
Learn the math behind firing a bullet and detecting collisions in a scene with the line/box intersection algorithm

Tagged With:  vector  aabb  matrices  matrix  plane intersection  line intersection  collisions  projections 
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Indie Device Anxiety Syndrome (IDAS)

Jan 30 2014 07:51 AM | Posted By Micah Koleoso in GameDev.net Soapbox
Indie Device Anxiety Syndrome - The fear coming with too many platform and software choices when developing games as a tiny Indie.

Tagged With:  indie  hardware  software  platforms  sdk  kits 
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Making a Game Engine: Core Design Principles

Jan 29 2014 04:50 PM | Posted By James Lambert in Game Programming
Games engines are large complicated pieces of software. However, if good design principles are followed the game can be well organized and easily accommodate new features.

Tagged With:  architecture  game engine 
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