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Automata, Virtual Machines and Compilers

Published in General Programming

By Vilem Otte - Have you ever wanted to find magic behind the actual computation inside your computer? How are compilers made? What is assembler and disassembler?...

Crowdin: Localizing Without Pain

Published in APIs and Tools

By Kirill Kliushkin - 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 locali...

Tips for Designing and Developing Free-to-Play Games

Published in Game Design

By Jose Maria Martinez, 'Hafo' - 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...


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Automata, Virtual Machines and Compilers UNDER REVIEW

Apr 20 2015 12:14 PM | 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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6Likes
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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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15Likes
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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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Skeletal Animation Optimization Tips and Tricks UNDER REVIEW

Feb 20 2015 01:28 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.

Tagged With:  Animation  Character Animation  Optimization  Skeletal Animation 
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Why a Game Development Degree? UNDER REVIEW

Feb 18 2015 07:49 PM | Posted By Reza Nezami in Breaking Into the Industry
Why would you need a Game Development degree when you can do a general Computer Science one? Would it get you any closer to your goals becoming a game programmer?

Tagged With:  Game education  training  Bachelor degree  career  game industry 
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14Likes
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Debugging - "Follow The Data"

Feb 18 2015 11:54 AM | Posted By Bruce J. Veazie in General Programming
Programmers may be unaware that, with the proper approach, debugging problems on their own can save time, and result in valuable self-education. An approach to debugging I call "Follow The Data" can do just that.

Tagged With:  debugging 
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Composing an Indie RPG Title Track

Feb 17 2015 12:38 PM | Posted By Thomas Henshell & James Marantette in Music and Sound
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.

Tagged With:  rpg  music  composing  composition  title track  archmage  indie 
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Persistent Mapped Buffers in OpenGL

Feb 13 2015 09:04 AM | Posted By Bartlomiej Filipek in OpenGL
OpenGL (since version 4.4) gives us a new technique to efficiently move data from CPU to GPU. It's called persistent mapped buffers that comes from the ARB_buffer_storage extension.

Tagged With:  opengl  gpu  memory  performance 
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13Likes
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Visual Tools For Debugging Games

Feb 10 2015 07:03 AM | Posted By James Wucher in Game Programming
How much of your time do you spend writing code? How much of your time you spend fixing code?Which would you rather be doing? This is a no-brainer, right?

Tagged With:  game  game programming  debug  video game  2D  code  bug 
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Humble Bundle Distribution

Feb 09 2015 10:06 PM | Posted By Kevin Harwood in Business and Law
Have you considered doing a Humble Bundle for your game? Here's some advice and practical data on the decision.

Tagged With:  bundle  humble bundle 
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6Likes
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Are You Letting Others In?

Feb 07 2015 08:19 AM | Posted By Nathan Madsen in GameDev.net Soapbox
Are you missing out on a better quality of work by refusing to collaborate with others more often?

Tagged With:  composition  music  collaboration  feedback  game  audio 
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Banshee Engine Architecture - RTTI & Serialization UNDER REVIEW

Feb 06 2015 09:46 PM | Posted By Marko Pintera in APIs and Tools
Learn about the design and implementation details of the run-time type information system used by the Banshee Engine. This article is a part of a larger series relating to the Banshee Engine.

Tagged With:  game development  banshee  engine  banshee engine  c++  directx  opengl  3d  graphics  rtti  serialization 
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Standard Gameplay and IAP Metrics for Mobile Games (Part 2)

Feb 05 2015 07:15 PM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering gameplay and balance.

Tagged With:  analytics  game balance  mobile  indie 
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10 Tips From Global Game Jam 2015 UNDER REVIEW

Feb 04 2015 08:06 PM | Posted By Tobiasz Siemiński in Game Programming
Read about how to prepare for the Global Game Jam and others!

Tagged With:  ggj  game jam 
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