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The Good, The Bad and The WebGL-y

Published in APIs and Tools

By Brian Trepanier - To code or not to code, that is the question, at least when it comes to WebGL. In this article, I will give a quick look at three top contenders to...

Improve Player Retention Reacting to Behavior [Server Scripts]

Published in Game Programming

By David Xicota - 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. Accord...

Everything You Ever Wanted to Know About Authenticode Signing

Published in Business and Law

By Craig Edwards - Learn everything you need to know about how and why you should digitally sign your games.


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The Good, The Bad and The WebGL-y UNDER REVIEW

May 20 2015 01:09 PM | Posted By Brian Trepanier in APIs and Tools
To code or not to code, that is the question, at least when it comes to WebGL. In this article, I will give a quick look at three top contenders to make WebGL work for you. Some is good, some is bad, but make no mistake, it's all WebGL.

Tagged With:  threejs  3js  b4w  blend4web  webgl  html5  x3dom  javascript 
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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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4Likes
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Arcade Machines and Gaming Library Pigaco - Devlog #0: Introduction & Architecture UNDER REVIEW

Apr 08 2015 08:34 AM | Posted By Max Heisinger in APIs and Tools
An introduction to a project which tries to make development of arcade games easier and to streamline building and providing arcade gaming machines.

Tagged With:  diy  console  selfmade  selfbuilt  game  gaming  arcade  retro  shared  memory  piga  pigaco  boost  architecture 
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Cache And How To Work For It UNDER REVIEW

Apr 06 2015 11:42 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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7Likes
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Standard Gameplay and IAP Metrics for Mobile Games (Part 3)

Apr 02 2015 10:08 AM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering conversion for in app purchases.

Tagged With:  analytics  game balance  mobile  indie 
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Creating a Movement Component for an RTS in UE4 UNDER REVIEW

Apr 02 2015 08:56 AM | Posted By Dmitry Terekhov in Game Programming
having just finished refactoring a movement component for spaceships, the author discusses Navigation Volumes, Movement component, AIController and Pawn

Tagged With:  unreal engine 4  c++  movement  starfalltactics  ue4  how-to  pathfinding  network 
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How to Pitch Angry Birds, If It Were an Unknown Indie Game

Mar 20 2015 11:10 AM | Posted By Drew Giovannoli in Business and Law
At the Red Fox Clan, we thought it would be fun to pretend that Angry Birds was still an unknown indie game as a template for how you can promote your game. We’re specifically going to write a pitch that would be emailed to reporters online.

Tagged With:  How to  game review  pitch  game promotion 
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How to check that a player's PC meets your requirements

Mar 20 2015 01:47 AM | Posted By Craig Edwards in Game Programming
You've created the next call of duty. In excitement, someone downloads your game and starts it. If their PC isn't the latest and greatest, are they met with a cryptic error message or crash, or something nicer? Read this article to find out how to do it the right way.

Tagged With:  system requirements  specifications  hardware detection 
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Substance Painter Review UNDER REVIEW

Mar 16 2015 10:43 AM | Posted By Kelly L. Murdock in Visual Arts
Take a look at this different approach to adding details to a model, not through texturing but by actually painting materials onto the model

Tagged With:  review  texture  3d modeling  materials 
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My GDC virginity: Of indie loserdom, hope and friendship.

Mar 12 2015 04:32 AM | Posted By Peter Cardwell-Gardner in Event Coverage
Indie developer Peter Cardwell-Gardner details his experiences of his first GDC. A tale of woe trying to pimp a failing Kickstarter for the music game, Cadence – and finding loving friendships in unexpected places.

Tagged With:  gdc  conferences  Cadence  kickstarter 
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Retro Mortis: RTS (Part 3) - Forged in Steel...

Mar 04 2015 03:02 PM | Posted By Michel Mony in Game Design
In this article, I take a look at Warcraft II and Starcraft, the "second age" of RTS.

Tagged With:  Design  Retro  RTS 
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Postmortem: "Pavel Piezo - Trip to the Kite Festival", a game for learning languages

Feb 24 2015 08:51 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  postmortem 
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