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Crowdfunding as Marketing

Published in Business and Law

By Kevin Harwood - What if we reverse engineered crowdfunding platforms as a marketing tool?

The Art of Enemy Design in Zelda: A Link to the Past

Published in Game Design

By Michel Mony - Dissecting a game as an applied example of Functional Enemy Design.

From User Input to Animations Using State Machines

Published in Game Programming

By Albert Hofkamp - Performing smooth animation transitions in response to user input is a complicated problem. By using synchronized state machines, you can specify a...


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Crowdfunding as Marketing

Aug 27 2015 08:36 AM | Posted By Kevin Harwood in Business and Law
What if we reverse engineered crowdfunding platforms as a marketing tool?

Tagged With:  Marketing  crowdfunding 
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11Likes
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The Art of Enemy Design in Zelda: A Link to the Past

Aug 27 2015 08:11 AM | Posted By Michel Mony in Game Design
Dissecting a game as an applied example of Functional Enemy Design.

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7Likes
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From User Input to Animations Using State Machines

Aug 26 2015 07:36 PM | Posted By Albert Hofkamp in Game Programming
Performing smooth animation transitions in response to user input is a complicated problem. By using synchronized state machines, you can specify allowed behavior in an organized way, and have the computer handle combining of the behavior.

Tagged With:  event processing  state machine  synchronization  user input  animations 
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4Likes
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How to Design the Data Structure for a Turn Based Game

Aug 26 2015 01:54 PM | Posted By David Xicota in Game Programming
A recurring question I get. When you see the following example, you’ll see how easy it is

Tagged With:  turnbased  multiplayer 
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7Likes
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The Challenge of Having Both Responsiveness and Naturalness in Game Animation

Aug 20 2015 01:46 AM | Posted By Peyman Massoudi in Visual Arts
This article discusses techniques to bring both responsiveness & naturalness to animations for increased entertainment

Tagged With:  3D Animation  Character Animation  Animation Blending  Responsiveness 
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5Likes
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Why NASA Switched from Unity to Blend4Web UNDER REVIEW

Aug 14 2015 07:19 PM | Posted By Pierre Bezuhoff in APIs and Tools
A simulated Mars rover experience you can control, produced by NASA and developed with... Blend4Web??

Tagged With:  NASA  Unity  Blend4Web  WebGL 
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15Likes
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Get Professional - A Professional Skillset for Software Engineers

Aug 10 2015 04:32 AM | Posted By Dominik Berner in Breaking Into the Industry
What distinguishes the common coder and/or hobbyist from the pros?

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7Likes
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2D Lighting System in Monogame UNDER REVIEW

Aug 07 2015 08:33 PM | Posted By Cody Red in APIs and Tools
Learn how to do a simple 2D lighting/shadow system with Monogame

Tagged With:  2d lighting  monogame  xna  shadows  HLSL lighting 
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12Likes
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You need a plan and a design

Aug 05 2015 03:50 AM | Posted By Donald May in Game Design
If you are lost on how to turn your great game idea into a great game, then you need a plan. If you have been struggling to meet deadlines and feel like you are not getting anything done you need a plan. If you don't know what to make then you need a design.You need a plan and a design!

Tagged With:  plan  game design  GDD  schedule 
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14Likes
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Google Analytics-Driven Game Development by Example

Aug 01 2015 06:59 AM | Posted By Tobiasz Siemiński in Game Design
Experiment: create a trashy game, update it as frequently as possible and make it better based on users’ and Google Analytics’ feedback

Tagged With:  programming  game design  mobile 
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11Likes
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Memory Markers

Jul 31 2015 06:06 PM | Posted By Asher Einhorn in Artificial Intelligence
Inspired by the 'Simplest trick I know' series of GDC talks, I've begun to document all the small code and design tips and tricks I've picked up on my way through the industry

Tagged With:  AI  Scripting  Coding 
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2Likes
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3 Steps to Mastering Your Game’s Soft Launch

Jul 29 2015 08:47 PM | Posted By Keith Andrew in Business and Law
Discusses the region-specific "soft launch" approach for mobile titles, a trial which could make or break your title without global impact

Tagged With:  soft launch  game development  game marketing  mobile 
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12Likes
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15 Metrics All Game Developers Should Know by Heart

Jul 15 2015 01:31 PM | Posted By GameAnalytics in Business and Law
Mobile game analytics can feel complicated. When it comes to metrics, there are hundreds of numbers to track. On the simpler end of the spectrum, there are metrics like downloads, sessions, and DAUs.

Tagged With:  gameanalytics  metrics  game development 
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12Likes
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Math for Game Developers: Probability and Randomness

Jul 10 2015 12:19 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
YouTube series for beginners explaining various mathematical concepts as applied to game development

Tagged With:  math  probability  randomness  rng  noise 
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When Your Best Isn't Good Enough: A Tale of Failure (Part II)

Jul 06 2015 11:26 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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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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11Likes
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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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13Likes
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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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7Likes
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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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6Likes
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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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10Likes
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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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5Likes
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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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16Likes
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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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