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Making a Game with Blend4Web. Part 2: Models for the Location

Published in APIs and Tools

By Mikhail Luzyanin - We continue working on a simple game. This time we'll discuss modeling and texturing models for the location. All is done with Blender.

Designing Parametric Animation Systems

Published in Graphics Programming and Theory

By Peyman Massoudi - This article tends to show how a parametric animation system can be created and be used by other modules. In this article, Unity Mecanim animation...

What Language Do I Use?

Published in General Programming

By John Hattan - This article will cover some of the languages that are popular with game programmers. This list is neither complete nor deep. This article is inten...


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Making a Game with Blend4Web. Part 2: Models for the Location UNDER REVIEW

Jul 30 2014 07:28 PM | Posted By Mikhail Luzyanin in APIs and Tools
We continue working on a simple game. This time we'll discuss modeling and texturing models for the location. All is done with Blender.

Tagged With:  Blend4web  Blender  Game  3D Modeling 
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8Likes
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Designing Parametric Animation Systems

Jul 30 2014 03:55 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
This article tends to show how a parametric animation system can be created and be used by other modules. In this article, Unity Mecanim animation system is used to create a parametric animation system.

Tagged With:  character animation  3d animation  parametric animation  locomotion  animation state machine  mecanim  unity mecanim  unity  animation programming  animation blend tree 
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23Likes
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What Language Do I Use?

Jul 29 2014 11:32 PM | Posted By John Hattan in General Programming
This article will cover some of the languages that are popular with game programmers. This list is neither complete nor deep. This article is intended to give you a bird's eye view of the most popular game development languages out there along with a short overview and a few situations where they would be a good or a poor choice for a project.

Tagged With:  c lang  d lang  c++  java  c#  .net  assembly  asm  vb  visual basic  flash  actionscript  python  php  asp.net  ruby on rails  javascript  objective c 
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Multilevel-Multiplayer with Unity

Jul 29 2014 09:05 PM | Posted By Sorin Albu in Multiplayer and Network Programming
My experience with Unity by creating a Multilevel-Multiplayer application

Tagged With:  unity  multilevel  multiplayer  networking 
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WildStar CREDD System Explained

Jul 28 2014 10:12 PM | Posted By Kevin Harwood in Business and Law
WildStar has launched a brilliant monetization system which should prove to be a game changer.

Tagged With:  WildStar  CREDD 
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25Likes
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OpenGL 3.3+ Tutorials

Jul 27 2014 09:56 AM | Posted By Michal Bubnar in OpenGL
mbsoftworks.sk — OpenGL 3.3+ Tutorials from the very basics to more advanced concepts. The minimum version of OpenGL used is 3.3, where all of the deprecated stuff has been removed, so the knowledge you learn is forward compatible

Tagged With:  OpenGL  Tutorials  Shaders  GPU 
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The Art of Feeding Time: Animation UNDER REVIEW

Jul 24 2014 07:07 PM | Posted By Matt Kidd in Visual Arts
While some movement was best handled programmatically, Feeding Time‘s extensive animal cast and layered environments still left plenty of room for hand-crafted animation.

Tagged With:  animation  art  Feeding Time  video game  game development  game art  game  game dev  game design  design 
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8Likes
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3ds Max 2015 Review

Jul 23 2014 09:13 PM | Posted By Kelly L. Murdock in Visual Arts
This version has a few nice surprises, but the biggest changes are under the hood. The viewports seem more responsive and the software doesn't crash nearly as often as the previous version

Tagged With:  review  3ds max  3d modeling  visual arts 
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3Likes
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Mobile Game Crowdfunding Experience from Two Kickstarter Campaigns UNDER REVIEW

Jul 21 2014 06:57 PM | Posted By Andrey Vlasenko in Production and Management
A look at two kickstarter campaigns run for the mobile iOS game Demolition Lander, what worked and what didn't.

Tagged With:  ios  arcade  demolition lander  crowdfunding  kickstarter 
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Making a Game with Blend4Web. Part 1: The Character UNDER REVIEW

Jul 18 2014 01:49 PM | Posted By Evgeny Rodygin in APIs and Tools
Today we're going to start creating a fully-functional game app with Blend4Web.

Tagged With:  Blend4Web  WebGL  Game  Programming 
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6Likes
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The Art of Feeding Time: Interface UNDER REVIEW

Jul 17 2014 09:08 AM | Posted By Derek Koncewicz in Visual Arts
In the third article about the art from the iOS game Feeding Time, the iterative process of narrowing down styles and motifs for the game's user interface is described.

Tagged With:  user interface  art  Feeding Time  game art  visuals  interface  graphics  graphic design  design  game design  game development  game dev 
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Abusing the Linker to Minimize Compilation Time

Jul 15 2014 04:21 PM | Posted By Tom Roe in Game Programming
Constantly recompiling a mountain of files because a single file has too many compile-time dependencies? Move the dependencies to link-time and minimize compilation time!

Tagged With:  compiler  linker  context  c++ 
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Investing in Community Management UNDER REVIEW

Jul 11 2014 01:00 PM | Posted By Kevin Harwood in Business and Law
I seriously hope you see the benefits of proper community management. It yields so much value to your game and this article covers some of the most important examples.

Tagged With:  community management  community 
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11Likes
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Design of an Indie Action Game UNDER REVIEW

Jul 10 2014 12:26 PM | Posted By Mike Shafer in Game Design
During the development of Bain's Redemption, I had to wear many hats. This article tries to convey what works and doesn't work in the context of the design of a third-person action game.

Tagged With:  gameplay  ai  custom  3d  design  action  bain 
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7Likes
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The Art of Feeding Time: Backgrounds

Jul 10 2014 01:56 AM | Posted By Radek Koncewicz in Visual Arts
In part two of a series about the art of new iOS game Feeding Time, learn about the process of nailing down background art.

Tagged With:  artanimation  feeding time  background art  background  puzzle  ios  development  indie  papercraft  unity  visual  unity2d 
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The Art of Feeding Time: Characters

Jul 05 2014 08:43 AM | Posted By Radek Koncewicz in Visual Arts
Lead designer of Feeding Time, an iOS game with a papercraft visual style, describes the iterative process of designing characters in a grid puzzle game

Tagged With:  art  animation  feeding time  puzzle  ios  development  indie  papercraft  unity  unity2d  unity3d  visual  characters 
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Path Finding for innovative games: Navigation

Jul 04 2014 07:36 AM | Posted By Giovanni Guarino in Artificial Intelligence
The current main approaches to the path finding issue are good for simple and classic games, but not for innovative ones, and often cause performance and human simulation issues. A new approach that starts from the findings of the evolution psychology could help making AI models for innovative games

Tagged With:  path finding  ai  artificial intelligence  navigation meshes  navigation grid  mental navigation  intelligent agent  dynamic avoidance  biological path finding  psychology 
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Haskell Game Object Design - Or How Functions Can Get You Apples

Jul 02 2014 05:52 AM | Posted By Marc Sunet in Game Programming
This tutorial shows how to model game objects in Haskell using closures to dodge the everyday use of subtyping and dynamic dispatch in object-oriented languages.

Tagged With:  haskell  game object  design  subtyping 
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The 4Ps of Marketing

Jul 02 2014 05:52 AM | Posted By Joseph Lieberman in Business and Law
Covers the bases on marketing strategy: Product, Price, Placement, Promotion

Tagged With:  marketing  product  price  place  promotion 
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18Likes
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RPG Character Design: Technical Blueprints 101

Jul 02 2014 05:49 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 
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Modern Garbage Collectors under the Hood

Jul 02 2014 05:36 AM | Posted By 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++ 
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7Likes
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Dynamic Narrative in The Hit UNDER REVIEW

Jun 25 2014 04:18 PM | Posted By Dan Stubbs in Game Design
I'm currently working on a player-driven dynamic narrative system. This is the blog post I wrote in response to Ken Levine's 'Narrative Lego' GDC talk, which was originally published on Gamasutra.com. Since then I've filled in some of the gaps, and I'm planning a follow-up article, but for now I'm working full-time on developing The Hit.

Tagged With:  narrative  story  design  writing 
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12Likes
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Flexible particle system - The Container

Jun 23 2014 11:49 PM | Posted By Bartlomiej Filipek in Graphics Programming and Theory
One of the most crucial part of a particle system is the container for all particles. It has to hold all the data that describe particles, it should be easy to extend and fast enough. In this post I will write about choices, problems and possible solutions for such a container.

Tagged With:  cpp  particles  animation  optimization  simd 
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4-Layers, A Narrative Design Approach

Jun 21 2014 01:51 AM | Posted By Thomas Grip in Game Design
A new "4-layers" approach to narrative design in games, based on a talk Thomas gave at GDC 2014.

Tagged With:  narrative  design  story 
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The Latest Evolution in Microtransactions

Jun 21 2014 01:03 AM | Posted By Kevin Harwood in Business and Law
This seems to be a huge change in the microtransaction world and no one is talking about it

Tagged With:  microtransactions  mtx 
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