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Math for Game Developers: Calculus

Published in Math and Physics

By Jorge "BSVino" Rodriguez - The popular series continues with applications for calculus as related to game development

Design of an Indie Action Game

Published in Game Design

By Mike Shafer - During the development of Bain's Redemption, I had to wear many hats. This article tries to convey what works and doesn't work in the cont...

Making a Game with Blend4Web Part 3: Level Design

Published in APIs and Tools

By Mikhail Luzyanin - Third part of tutorial on game development with Blend4Web. This article is about how the game scene is assembled, and also about creating the lava...


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Math for Game Developers: Calculus UNDER REVIEW

Sep 22 2014 06:48 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
The popular series continues with applications for calculus as related to game development

Tagged With:  math  calculus 
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13Likes
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Design of an Indie Action Game

Sep 21 2014 11:46 PM | Posted By Mike Shafer in Game Design
During the development of Bain's Redemption, I had to wear many hats. This article tries to convey what works and doesn't work in the context of the design of a third-person action game.

Tagged With:  gameplay  ai  custom  3d  design  action 
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9Likes
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Making a Game with Blend4Web Part 3: Level Design

Sep 21 2014 11:46 PM | Posted By Mikhail Luzyanin in APIs and Tools
Third part of tutorial on game development with Blend4Web. This article is about how the game scene is assembled, and also about creating the lava effect.

Tagged With:  Blend4Web  Game  Blender  3D Modeling 
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6Likes
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Building an Open-Source, Cross-Platform 3D Game with C++, OpenGL and GLSL, from the Ground Up UNDER REVIEW

Sep 19 2014 10:58 AM | Posted By dimitros.be in Game Programming
Aid in learning how to develop 3D games that compile on Windows and Linux, with C++, OpenGL and GLSL, with suggested reading and one single integrated and simple example code-base.

Tagged With:  OpenGL  GLSL  C++  Windows  Linux  Cross-Platform  Blender  Wavefront 
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Growing Projects - An Odyssey into Complex Code UNDER REVIEW

Sep 18 2014 01:07 PM | Posted By Christopher Nikolaus Sonnberger in General Programming
In this article I'm going to introduce you to a few concepts of not losing the mind within growing projects... especially within growing class hierarchies.

Tagged With:  code layout  coding  file structure  code management  programming tutorial  advanced  complex project 
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Real Time Cloth Simulation with B-spline Surfaces

Sep 17 2014 09:38 AM | Posted By Bojan Lovrović in Graphics Programming and Theory
From numerical analysis to hardware tessellation this article presents my approach on creating detailed cloth simulation in real time. For complete understanding of the text presented readers should be familiar on how B-splines work. This is not a requirement for implementation since you can simply copy paste functions that do all the B-spline related stuff. Some knowledge in HLSL and DirectX11...

Tagged With:  directx11  b-spline  cloth simulation  math  mathematics  c++ 
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Making a Game with Blend4Web Part 5: Dangerous World UNDER REVIEW

Sep 16 2014 10:45 AM | Posted By Evgeny Rodygin in Game Programming
Red-hot rocks falling from the sky and lava will become mortally dangerous for our character.

Tagged With:  Blend4Web  WebGL  JavaScript  You Wont Fry Me! 
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19Likes
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Communication is a Game Development Skill

Sep 11 2014 05:05 AM | Posted By Chris DeLeon in Production and Management
Many game development guides and tutorials fail to acknowledge communication as a development skill. As with any other skill there are techniques to learn, concepts to master, and practice to be done.

Tagged With:  game design  communication  working with a team 
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The Art of Feeding Time: Animation

Sep 09 2014 04:29 AM | Posted By Matt Kidd in Visual Arts
While some movement was best handled programmatically, Feeding Time‘s extensive animal cast and layered environments still left plenty of room for hand-crafted animation.

Tagged With:  animation  art  Feeding Time  video game  game development  game art  game  game dev  game design  design 
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Dynamic Narrative in The Hit

Sep 09 2014 04:29 AM | Posted By Dan Stubbs in Game Design
I'm currently working on a player-driven dynamic narrative system. This is the blog post I wrote in response to Ken Levine's 'Narrative Lego' GDC talk, which was originally published on Gamasutra.com. Since then I've filled in some of the gaps, and I'm planning a follow-up article, but for now I'm working full-time on developing The Hit.

Tagged With:  narrative  story  design  writing 
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How to Record High Quality Video of Your Game using a Slow Computer UNDER REVIEW

Sep 08 2014 09:18 AM | Posted By Jarmo Kukkola in Visual Arts
I wanted to make a game play trailer for my original arcade puzzle game Futile Tiles (http://www.futiletiles.com). The game is very fast and I needed to achieve high framerate and quality for the video, which is challenging using a slow computer. Low recording frame rate can also distract controlling the game actions.

Tagged With:  Youtube  record  video  gameplay  after effects 
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Distilling Game Design UNDER REVIEW

Sep 04 2014 08:52 PM | Posted By Teresa Munoz in Game Design
Distilled Game Design is what Experience is all about, is your game in its purest form. In order to achieve true Game Design you must figure out what your basic experience is and build your game up from there.

Tagged With:  Game Design  Game Experience 
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Game i18n via IME

Sep 04 2014 04:31 AM | Posted By Stoyan Nikolov in Game Programming
In this post I would like to describe the basics of an IME integration in a game and some of the challenges that it poses. Recently we added full IME support to our product and most of the pain points were experienced first-hand.

Tagged With:  i18n  IME  GameDev 
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Making a Game with Blend4Web Part 4: Mobile Devices UNDER REVIEW

Sep 03 2014 02:02 PM | Posted By Evgeny Rodygin in Mobile Development
This is the fourth part of the Blend4Web gamedev tutorial. Now we will look at programming the controls for touchscreen devices.

Tagged With:  Blend4Web  Blender  Game  Programming  JavaScript 
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How Alias Templates Saved my Sanity

Sep 01 2014 07:40 AM | Posted By Matt Booth in Game Programming
Using typedef in C++ is a common technique for aliasing types, when you try the same with templates there are several caveats to be wary of. This article provides example issues with template typedefs and the alternatives that modern C++ provides.

Tagged With:  C++  Typedef  alias 
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Procedural Level Generation for a 2D Platformer

Sep 01 2014 07:38 AM | Posted By Fabien Benoit-Koch in Game Programming
Procedurally generating every element of a level for a 2d platformer is rarely discussed -- Fabien details his entire approach.

Tagged With:  procedural  level generation  2d  platformer 
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Mobile Game Crowdfunding Experience from Two Kickstarter Campaigns

Sep 01 2014 07:06 AM | Posted By Andrey Vlasenko in Production and Management
A look at two kickstarter campaigns run for the mobile iOS game Demolition Lander, what worked and what didn't.

Tagged With:  ios  arcade  demolition lander  crowdfunding  kickstarter 
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Basic OpenAL sound manager for your project

Aug 26 2014 08:14 AM | Posted By Martin Prantl in Game Programming
Adding sound to your project can be a terrifying experience. You have to find the right library, right sound format and also put it all together. This tutorial is designed to be simple and yet a little robust. You can find full code attached to article as well, so you can learn directly from it.

Tagged With:  sound  openal  manager  c++  tutorial 
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Noise Generation UNDER REVIEW

Aug 25 2014 02:55 PM | Posted By Eric Nevala in Game Programming
This article explores how to create procedurally generated noise with continuity (inspired by Ken Perlin's work). The resulting products can be applied towards generating terrain, clouds, dynamic textures, etc.

Tagged With:  noise  perlin 
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Overview of Modern Volume Rendering Techniques for Games - Part 2

Aug 21 2014 06:40 AM | Posted By Stoyan Nikolov in Graphics Programming and Theory
In this second post from our multi-post series on volume rendering for games, I’ll explain the technical basics that most solutions share. Through all the series I’ll concentrate on ‘realistic’, smooth rendering – not the ‘blocky’ one you can see in games like Minecraft.

Tagged With:  voxel 
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Introduction to Software Optimization

Aug 20 2014 11:17 PM | Posted By Bartlomiej Filipek in General Programming
Takes you through the process and goes over the various techniques to optimizing your code

Tagged With:  optimization  gamedev 
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24Likes
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Using Varadic Templates for a Signals and Slots Implementation in C++

Aug 17 2014 06:07 AM | Posted By Paul Cook (Aardvajk) in General Programming
Varadic templates allow for signals and slots systems to be implemented in an elegant and concise manner and are a good example of how the power of varadic templates can be used to simplify generic systems that were previously difficult to express.

Tagged With:  C++  signals and slots  varadic templates 
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Taptitude: two years of success on Windows Phone

Aug 16 2014 08:47 AM | Posted By FourBros Studio in Business and Law
It’s been two years since we launched Taptitude on Windows Phone, and we’re still going strong! Keeping with our tradition of openly sharing our download and revenue stats, we’d like to take a look back at the last two years to see how far we’ve come, and where we have room to improve.

Tagged With:  windows phone  ecpm  mobile 
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Techniques for Finding Unlisted Game Internships

Aug 16 2014 08:45 AM | Posted By Brice Morrison in Breaking Into the Industry
There are hundreds of game companies out there, but only the largest of them have online job websites where they list open positions. Yet, there are lots of students who find positions at small game companies who earn themselves a decent wage and some notches in their belts that can then help to propel them to better job opportunities later on.So how do you find these unlisted game internships?...

Tagged With:  jobs  internships  networking 
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Simple but Effective Collisions Part 1: Radial Collision Handling

Aug 15 2014 08:00 AM | Posted By George Kristiansen in Math and Physics
Smooth collision detection is a requirement for any game, whether you're running around in an FPS or landing a spacecraft on the Moon. This article talks through the first of two methods for implementing simple collision detection for objects commonly encountered in games. It will use DirectX syntax, but it is easy enough to apply to other APIs.

Tagged With:  collision detection  trees  bounding  cylinder 
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