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3ds Max 2015 Review

Published in Visual Arts

By Kelly L. Murdock - This version has a few nice surprises, but the biggest changes are under the hood. The viewports seem more responsive and the software doesn't...

Mobile Game Crowdfunding Experience from Two Kickstarter Campaigns

Published in Production and Management

By Andrey Vlasenko - A look at two kickstarter campaigns run for the mobile iOS game Demolition Lander, what worked and what didn't.

Making a Game with Blend4Web Engine. Part 1: The Character

Published in APIs and Tools

By Evgeny Rodygin - Today we're going to start creating a fully-functional game app with Blend4Web.


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Tracking Player Metrics and Views in Flash Games with Google Analytics

Apr 02 2014 02:45 PM | Posted By Wolfgang Graebner in Business and Law
How you can use Google Analytics to track metrics in your Flash games.

Tagged With:  analytics  flash  metrics  Google analytics 
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15Likes
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T4 Code Generation in Unity

Mar 28 2014 03:26 PM | Posted By Lior Tal in Game Programming
Many Unity APIs use a string identifier, such as the game object’s tag for various things (e.g: checking for a collision with “player”). In this article I explore a different, safer and automated technique that achieves the same result, without using strings.

Tagged With:  unity  t4  code generation  programming  c# 
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14Likes
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Math for Game Developers: Fragment Shaders

Mar 26 2014 11:45 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
A series of videos on the mathematics behind shaders, covering topics including normal mapping, lambertian surfaces, specularity, sprite lamp normal generation and fog

Tagged With:  shaders  normal maps  lambertian surfaces  specularity  fog  sprite lamp  normals 
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10Likes
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A Blending Animation Controller for a Skinned Mesh

Mar 24 2014 06:52 AM | Posted By Bruce J. Veazie in Graphics Programming and Theory
Animating a skinned mesh requires a method to put the character in motion on-screen. This article discusses a concept and a practical implementation of an animation controller for a skinned mesh.

Tagged With:  animation controller  skinned mesh 
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5Likes
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Perspective projections in LH and RH systems

Mar 24 2014 06:49 AM | Posted By Martin Prantl in Graphics Programming and Theory
As you may know, DirectX uses by default left-handed coordinate system (LH) and OpenGL uses right-handed system (RH). RH system has become some kind of a standard in a computer graphic. However, for my personal purposes, LH system seems more logical to visualise. In this article I summarize differences in matrices and also differences in both APIs (DirectX and OpenGL)

Tagged With:  projection  directx  dx  ogl  opengl 
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Path Finding for Innovative Games: Object Avoidance and Smoothing Movement

Mar 24 2014 06:48 AM | Posted By Giovanni Guarino in Artificial Intelligence
This is the last of three articles that treat a new approach for the Path Finding. It's a part of the studies and experience I made in the last years, mainly in the fields of the Artificial Intelligence for Games and Evolutionary Psychology.

Tagged With:  artificial intelligence  navigation meshes  navigation grid  waypoint navigation  mental navigation  mental map  intelligent agent  emotional agent  dynamic object avoidance  biological path finding  psychology  smoothing algorithm 
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3Likes
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Visual Studio Graphics Content Pipeline for C# Projects

Mar 24 2014 06:47 AM | Posted By Justin Stenning in DirectX and XNA
In this article we will look at how to use the graphics content pipeline for C# in both Visual Studio 2012 and Visual Studio 2013 for Desktop and Windows Store apps.

Tagged With:  d3d11  sharpdx  c#  vs2012  vs2013 
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Post Mortem: Da Boom!

Mar 22 2014 06:10 AM | Posted By Sean "rioki" Farrell in Production and Management
Da Boom! was developed over the course of the last half year in my spare time. It is a classical bomb laying game with a retro art style, but with the ability that you can play the game over the network. What went right? What went wrong?

Tagged With:  postmortem  indi  deisgn  development 
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26Likes
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Entities-Parts I: Game Objects

Mar 19 2014 08:42 AM | Posted By David Chen in Game Programming
The entity-component pattern is used to create complex game objects such as enemies and items. This article contains an implementation of the entity-component pattern and an example of creating a simple RPG battle system using this approach.

Tagged With:  framework  entity  pattern  object  component  part 
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22Likes
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Algo-Bot: lessons learned from our kickstarter failure

Mar 18 2014 07:40 AM | Posted By Sophie Schiaratura in Business and Law
After my first article regarding the development of Algo-Bot and the launch on Kickstarter, many of you asked me to explain a bit this Kickstarter first adventure. Here are the lessons we learned.

Tagged With:  Kickstarter  coding game  serious game  learning game  programmer  coder  game  fail  funding  marketing 
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Adventures in PR…

Mar 17 2014 11:41 AM | Posted By Jody Gallagher in Production and Management
we realized pretty quickly no one knew who we were or cared about our little indie game. Other than my mum, no one was going to buy this thing once we finished it. So we decided to listen to the experts yelling at everyone to share what they are actually doing (Brian Baglow) and come up with some sort of plan to do that.

Tagged With:  pr  gamedev  marketing 
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Autodesk Character Generator UNDER REVIEW

Mar 12 2014 12:26 PM | Posted By Kelly L. Murdock in Reviews
How would you like a product that completely jumps over the whole character modeling process, or at least that gives you a huge head-start? Well, it's time to rejoice because Autodesk's latest inspiration addresses this critical production step.

Tagged With:  review  autodesk  cloud  indie  character model 
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So You Want to Hire a Composer

Mar 11 2014 06:21 PM | Posted By Li Xiao'an in Music and Sound
In the following points, I will briefly explain my own work process and professional approach to creating a single musical track for a client. I will be including some useful tips for effective communication, efficient workflow and creative considerations, as well as detailing the expertise required to take music from just an idea to a commercially acceptable product.

Tagged With:  production  management  hiring  contractor  audio  composer 
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10Likes
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Development of the Game: From an Idea on a Napkin to a Campaign on Kickstarter

Mar 07 2014 08:12 PM | Posted By Andrey Vlasenko in Production and Management
There is nothing worse than an idea stuck in your head. At first it’s just looming at the back of your mind, then after an incubation period it makes you act. And so having worked in Enterprise software for about 7 years I have firmly decided that I want to try game development and create a game.

Tagged With:  game  development  demolition lander  cocos2d  kickstarter  chipmunk 
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6Likes
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Creating a Homing Missile in Unity UNDER REVIEW

Mar 05 2014 01:53 PM | Posted By Preet Kamal Minhas in Game Programming
This article is intended towards developers who are using Unity for their game.

Tagged With:  Unity  homing  missile  slerp 
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15Likes
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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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12Likes
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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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12Likes
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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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9Likes
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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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13Likes
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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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10Likes
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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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