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When Your Best Isn't Good Enough: A Tale of Failure (Part I)

Published in Breaking Into the Industry

By Peter Cardwell-Gardner - Making a game succeed is tough and unpredictable. No amount of hard work can shield you from failure - and yet we often only hear about the success...

When Your Best Isn't Good Enough: A Tale of Failure (Part II)

Published in Breaking Into the Industry

By Peter Cardwell-Gardner - No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A honest and authentic look at the emoti...

How the PVS-Studio Team Improved Unreal Engine's Code

Published in APIs and Tools

By PVS-Studio team - Epic asked the PVS team to use their software to improve the code of Unreal Engine 4, here's a detailed look into UE4's code


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When Your Best Isn't Good Enough: A Tale of Failure (Part I)

Jul 02 2015 11:59 AM | Posted By Peter Cardwell-Gardner in Breaking Into the Industry
Making a game succeed is tough and unpredictable. No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A two part look at failed Kickstarter campaign for the music sandbox game, Cadence.

Tagged With:  Indie  failure  Cadence  Kickstarter 
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When Your Best Isn't Good Enough: A Tale of Failure (Part II) UNDER REVIEW

Jul 02 2015 03:18 AM | Posted By Peter Cardwell-Gardner in Breaking Into the Industry
No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A honest and authentic look at the emotional experience of failure, and how it affects your ability to stay creative and thrive.

Tagged With:  Indie  failure  kickstarter  Cadence 
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How the PVS-Studio Team Improved Unreal Engine's Code

Jun 30 2015 04:15 AM | Posted By PVS-Studio team in APIs and Tools
Epic asked the PVS team to use their software to improve the code of Unreal Engine 4, here's a detailed look into UE4's code

Tagged With:  c++  unrealengine  static code analyzer  code review  pvs-studio 
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Coverage Buffer as main Occlusion Culling technique

Jun 26 2015 03:54 PM | Posted By Damon Wall in Graphics Programming and Theory
This article describes an Occlusion Culling technique inspired by CryEngine's C-Buffer. This technique is CPU-based but uses Z-Buffer from previous frame to compare with CPU-rasterized primitives.

Tagged With:  graphics  occlusion culling 
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Designing for multi-age coop play

Jun 24 2015 09:53 PM | Posted By Asher Einhorn in Game Design
A work in progress article attempting to quantify and categorise different player types for coop games.

Tagged With:  Design  coop  copperative  playtesting 
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Designing a Mobile Game Technology Stack UNDER REVIEW

Jun 22 2015 06:57 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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Cache In A Multi-Core Environment

Jun 18 2015 01:58 PM | Posted By Joshua Waring in General Programming
In my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that cache in a multicore environment is a whole other topic so I've written this article to cover the different considerations that come along with Multicore Programming.

Tagged With:  CPU  Cache  Optimisation 
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Why Games Don't Have to be Good Anymore

Jun 16 2015 11:35 PM | Posted By Kevin Harwood in GameDev.net Soapbox
The video game industry is entering market maturity and with that comes a string of quality issues. Here's a quick look at what I mean.

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Cache And How To Work For It

Jun 16 2015 04:34 AM | Posted By Joshua Waring in General Programming
programming and storing data in a cache-friendly manner is imperative to performance improvements and, in turn, a reduction in power consumption

Tagged With:  CPU  performance  cache  memory  access  optimisation 
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How to Expand Games (and more) Eluding App Store Updating

Jun 15 2015 11:50 AM | Posted By David Xicota in Production and Management
There are a plethora of reasons why games are successful, but what’s for sure is that players want to feel their favorite games are alive. One key to video game success is to be constantly releasing small updates. This alone might be a compelling reason to develop expandable games.

Tagged With:  server scripts  DLC  downloadable content 
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Writing Efficient Endian-Independent Code in C++

Jun 04 2015 10:52 AM | Posted By 'No Bugs' Hare in General Programming
Better (simpler, faster, and more general) approaches, building on a previous GDnet article on this topic

Tagged With:  C++  endianness  marshalling 
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Improve Player Retention Reacting to Behavior [Server Scripts]

May 14 2015 10:48 AM | Posted By David Xicota in Game Programming
Picture this. You’ve fought hard to release your game, you get many downloads, BUT players get tangled up in level #8 and can’t get past it. According to analytics, they seemed to enjoy the game so far, but now they log in at lower rates. What's going on?

Tagged With:  server scripts 
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Everything You Ever Wanted to Know About Authenticode Signing

May 09 2015 11:58 AM | Posted By Craig Edwards in Business and Law
Learn everything you need to know about how and why you should digitally sign your games.

Tagged With:  code signing  signing  encryption  digital signatures  security  distribution 
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Building a First-Person Shooter Part 1.2: The Player Class

May 08 2015 06:15 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 
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Building a First-Person Shooter Part 1.1: Visual Studio Setup

May 08 2015 06:14 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 
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The Top 10 Languages for Localizing Your Mobile Game

May 07 2015 05:43 PM | Posted By Kirill Kliushkin in Production and Management
App Annie has provided useful data that gives insights into the breakdown of revenues between platforms and countries. After reading this article you'll have an idea of the countries you want to localize your game for

Tagged With:  localization  mobile games  App Annie  languages  translation  revenue  statistic 
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Why Do Mobile Games Often Fail at International Expansion?

May 03 2015 06:50 AM | Posted By Vincent Chan in Mobile Development
Many mobile games can benefit from international distribution, but many are unsuccessful. With these tips you'll have a better chance to succeed.

Tagged With:  mobile  internationalization  localization  translation  distribution 
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When do videos need voiceovers?

Apr 30 2015 09:19 AM | Posted By Kirill Kliushkin in Music and Sound
Our thoughts about when videos for games need voiceovers, and when they don’t. There are important pluses and minuses we think everyone should be aware of

Tagged With:  Videos  Voiceovers  Mobile Games  Trailers  Sound  Voice  Games 
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Dynamic vertex pulling with D3D11

Apr 30 2015 01:14 AM | Posted By Kirill Bazhenov in Graphics Programming and Theory
This article covers a method that allows you to render millions of unique objects with Direct3D11 or OpenGL 4+ with minimal CPU overhead. Rendering objects this way is very close to DX12/Mantle/Vulkan performance.

Tagged With:  d3d11  azdo  next-gen 
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Giving Away $17,000 Worth of Toto Temple Deluxe at Pax East

Apr 28 2015 12:32 AM | Posted By Yowan Langlais in Business and Law
Yowan describes the experience of demonstrating a game at PAX East.

Tagged With:  marketing  conference 
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Shader Cross Compilation and Savvy - The Smart Shader Cross Compiler

Apr 27 2015 08:52 AM | Posted By Apostol Dadachev in APIs and Tools
Taking a look at the problem of shader cross compilation and introducing a solution which utilizes a purely text based approach.

Tagged With:  shadertools  DirectX  OpenGL  HLSL  GLSL  C++  graphics  parser  programming  cross-platform 
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Automata, Virtual Machines and Compilers

Apr 27 2015 08:48 AM | Posted By Vilem Otte in General Programming
Have you ever wanted to find magic behind the actual computation inside your computer? How are compilers made? What is assembler and disassembler? How to make your own scripting language?Then the following article explains basics in theory and implementation behind this!

Tagged With:  C++  Scripting  Compilers  Automata  Interpreter  VM 
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Crowdin: Localizing Without Pain

Apr 17 2015 05:24 AM | Posted By Kirill Kliushkin in APIs and Tools
Pain-free localization is the dream of everyone who develops software for foreign markets. It's a true story about a tool that makes the localization process almost magic!

Tagged With:  localization  translation  cloud technology 
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Tips for Designing and Developing Free-to-Play Games

Apr 15 2015 07:59 PM | Posted By Jose Maria Martinez, 'Hafo' in Game Design
This article shows some tips on how to make your HTML5 F2P games attractive so you can monetize them via ads, the purchase of virtual goods or any other way. This article is oriented to people who knows what free-to-play games are and also have played 'Flappy Bird' more than once.

Tagged With:  tips  design  f2p  free-to-play  free to play  monetize  monetise  game loop  game design  p2p  virtual goods  monetization  pay to play  powerups  power ups 
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Automated Deployment of Your Game

Apr 13 2015 06:53 PM | Posted By Craig Edwards in APIs and Tools
Learn how to bundle your game in an installer with very little effort, to sign your installer with a digital signature, and automatically upload your game to your website.

Tagged With:  inno setup  installer  uninstall  code signing  uploading 
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