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Getting into Games through Education: Choosing your University
Published in Breaking Into the Industry
By Liyaan Hasan (stitchs) - The follow-up to 'Where do I begin?'. This time we look into what you should do in order to pick the best University for you, and your subj...
Object-Oriented Game Design
Published in Game Programming
By Josh Klint - C++ can be intimidating the new programmers. The syntax does at first glance look like it was designed for robots to read, rather than humans. Ho...
Making it in Indie Games: Starter Guide
Published in Breaking Into the Industry
By Derek Yu - Advice on how to become a successful indie developer from a successful indie developer
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Getting into Games through Education: Choosing your University UNDER REVIEW
May 20 2013 07:15 AM | Posted By Liyaan Hasan (stitchs)
in Breaking Into the Industry
The follow-up to 'Where do I begin?'. This time we look into what you should do in order to pick the best University for you, and your subject area.
Tagged With: art design programming education science coding open day university
Object-Oriented Game Design
May 17 2013 07:37 PM | Posted By Josh Klint
in Game Programming
C++ can be intimidating the new programmers. The syntax does at first glance look like it was designed for robots to read, rather than humans. However, C++ has some powerful features that speed up the process of game design, especially as games get more complex. There's good reason C++ is the long-standing standard of the game industry, and we'll talk about a few of its advantages in...
Tagged With: c++ oop inheritance
Making it in Indie Games: Starter Guide
May 17 2013 06:19 PM | Posted By Derek Yu
in Breaking Into the Industry
Advice on how to become a successful indie developer from a successful indie developer
Tagged With: indie
Scripting Custom Windows in Unity3D UNDER REVIEW
May 17 2013 11:16 AM | Posted By Casey Hardman
in Game Programming
With the know-how, you can make your own windows in Unity. Allow me to teach you how and get you started.
Tagged With: unity3d editor editor window window gui
Binding D To C
May 16 2013 09:40 AM | Posted By Mike "Aldacron" Parker
in Game Programming
When getting up and running with game development in the D programming language, you can save a lot of time by linking with existing C libraries. D is ABI compatible with C, so it's not a difficult thing to do. This article, modified and updated from a series of posts in my Development Journal, shows you how.
Tagged With: d language c language binding
A Journey Through the CPU Pipeline
May 16 2013 09:09 AM | Posted By Bryan Wagstaff (frob)
in General Programming
The CPU does not need to be an opaque box of mystery. Skilled programmers learn their tools, including what goes on inside the CPU. Very skilled programmers learn to optimize their code by knowing both what is inside and also how to manipulate the results.
Tagged With: cpu optimization
RPG Character Design: Technical Blueprints 101 UNDER REVIEW
May 15 2013 07:13 AM | Posted By Ivan Spasov
in Game Programming
In this article we will take a look at how you can design and develop from a technical standpoint your character classes for an RPG game.
Tagged With: technical design blueprints rpg character
Life of a Level Designer
May 14 2013 11:07 AM | Posted By Szymon Barchan
in Game Design
Take a look at what it really means to be a level designer, from a Bulletstorm developer
Tagged With: level design fps unreal 3d udk scripting
Notes on GameDev: Blaine Christine UNDER REVIEW
May 14 2013 11:01 AM | Posted By Elizabeth LaPensée
in Interviews
Blaine Christine, BioWare, talks about the studio and his own path to the role of producer
Tagged With: interview production
Multithreading
May 11 2013 06:29 AM | Posted By Vivien Oddou
in General Programming
In games, performance is obviously critical, almost every device now features multi core systems; we have a tendency to naturally feel that going towards more threading is neat. I'd like to give a few insights about low level implications of threading.
Tagged With: c++ mem-fence thread low-level condition-variable mutex c#
Multiplayer Pong with Go, WebSockets and WebGl UNDER REVIEW
May 10 2013 01:16 PM | Posted By David Neumann
in Game Programming
This article will guide you through the implementation of a pong server in Go and a pong client in JavaScript using Three.js as render engine. I am new to web development and implementing pong is my first project. So there are probably things that could be done better, especially on the client side, but I wanted to share this anyway.
Tagged With: pong go webgl three.js javascript websockets networking multiplayer
Game Development with Win32 and DirectX 11 - Part 00.5: Concept UNDER REVIEW
May 10 2013 10:00 AM | Posted By Josh Vega
in Game Programming
In this quick article, I will let you know what to expect in the future of this tutorial series.
Tagged With: c++ directx11 win32
How to Structure a Game UNDER REVIEW
May 10 2013 07:02 AM | Posted By Josh Klint
in Game Programming
Basic game structure is a topic that many people have trouble with, yet it somehow gets overlooked. In this lesson, I will show you exactly how to set up and structure code for commercial games.
Tagged With: c++ leadwerks
4gency’s First Year Pt. 1: A Look at Armored Drive
May 09 2013 01:22 PM | Posted By Charles N. Cox
in Business and Law
This is Part One of a series of posts about 4gency’s first year in operation, including data on monetization, app marketing campaigns, and user acquisition
Tagged With: postmortem ios mobile monetization
Documentation for Indie Studios: Why do you need it? UNDER REVIEW
May 09 2013 07:00 AM | Posted By Ivan Spasov
in Game Design
This article features the importance of writing down good documentation for the entire development process. This is applicable for the indie studios and indie developers and teams that quite often miss out on this important step.
Tagged With: design documentation technical indie
Building a First-Person Shooter Part 1.1: Visual Studio Setup UNDER REVIEW
May 08 2013 11:00 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
MVC and CBES as it Relates to Game Programming UNDER REVIEW
May 08 2013 07:04 AM | Posted By Adam Martin
in Game Programming
Learn about the MVC (Model, View, Control) paradigm and how it relates to being used with a CBES (component based entity system.) This article is about programming in a general sense and not a specific language or system.
Tagged With: cbes programming mvc
Pathfinding concepts, the basics
May 07 2013 07:18 PM | Posted By Michael Grenier
in Game Programming
Understanding the basic concepts of efficient and accurate pathfinding.
Tagged With: ai pathfinding unity3d
Indie tutorial: Starting a project and forming a team UNDER REVIEW
May 07 2013 11:08 AM | Posted By ANtY
in Production and Management
Despite what you may think, going out and finding your team may not be the best first step to creating your game. Rather, creating the game should be
Tagged With: indie team management startup
Modern Garbage Collectors under the Hood UNDER REVIEW
May 07 2013 07:15 AM | Posted By Jonas Schwammberger aka Bluefirehawk
in General Programming
More and more Applications are written in a language that manages its memory with a Garbage Collector, since that is what the cool kids are doing now. But weirdly, even experienced programmers seem to have a distorted image of the good and bad sides of the Garbage Collector. In this Article, I try to show how modern Garbage Collector work and discuss some common misconceptions.
Tagged With: garbage collection memory management tutorial c++
Building a First-Person Shooter Part 1.0: Creating a Room UNDER REVIEW
May 06 2013 11:20 AM | Posted By Chris Vossen
in Game Programming
In this lesson we make use of the Leadwerks engine and learn to use brushes, materials, UV manipulations, and lights as we build a room for our first-person shooter game.
Tagged With: leadwerks leadwerks 3 tutorial fps design level design level editor mobile ios android materials lights lightmap uv brushes texture assets
Non-Linear Story Lines UNDER REVIEW
May 06 2013 07:05 AM | Posted By BrendanL.K
in Game Design
Take a simple concept of summarizing stories with lines, and blow it out of perspective. Make your stories more interesting with non-linear stories.
Tagged With: story non-linear design writing
Practical Cross Platform SIMD Math: Part 2
May 03 2013 07:06 PM | Posted By AllEightUp
in Game Programming
In order to finish the discussion of practical SIMD usage, it is important to put the code into use and also discuss some performance issues. Finally, in order to make the code really useful, debugging tools will be added for catching errors as quickly as possible.
Tagged With: c++ c++11 simd math
Math for Game Developers: Intro to Matrices UNDER REVIEW
May 02 2013 11:46 AM | Posted By Jorge "BSVino" Rodriguez
in Math and Physics
Explores various game development techniques that utilize a basic understanding of matrices
Tagged With: matrices basis vectors scaling rotation translation inverse
Getting started with Team Foundation Service: Part 2 UNDER REVIEW
May 02 2013 07:05 AM | Posted By Oli Wilkinson
in General Programming
Wraps up all the basics of using TFS for builds, tests, bug tracking, new feature requests and a practical demonstration of continuous integration
Tagged With: tfs visual studio agile continuous integration unit testing


