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Google Analytics-Driven Game Development by Example

Published in Game Design

By Tobiasz Siemiński - Experiment: create a trashy game, update it as frequently as possible and make it better based on users’ and Google Analytics’ feedback

Memory Markers

Published in Artificial Intelligence

By Asher Einhorn - 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...

3 Steps to Mastering Your Game’s Soft Launch

Published in Business and Law

By Keith Andrew - Discusses the region-specific "soft launch" approach for mobile titles, a trial which could make or break your title without global impact


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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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7Likes
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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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8Likes
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Get Professional - A Professional Skillset for Software Engineers UNDER REVIEW

Jul 27 2015 08:40 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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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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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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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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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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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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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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7Likes
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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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