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Articles

Article Listing

Banshee Engine Architecture - Introduction

Published in APIs and Tools

By Marko Pintera - Learn about the vision, architecture and design decisions behind Banshee Engine. This is an introductory article that is a part of a larger series.

OpenGL Batch Rendering

Published in OpenGL

By Marek Krzeminski - You should render as many vertices as possible in a single draw call for optimal performance. In this article I demonstrate how I implemented a ba...

Implementing a Meta System in C++

Published in General Programming

By Artem Shal - Implementing a meta system to support several scripting languages with interoperability.


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Banshee Engine Architecture - Introduction UNDER REVIEW

Nov 21 2014 02:13 PM | Posted By Marko Pintera in APIs and Tools
Learn about the vision, architecture and design decisions behind Banshee Engine. This is an introductory article that is a part of a larger series.

Tagged With:  game  development  toolkit  3d  graphics  c++  directx  opengl  engine  banshee 
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8Likes
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OpenGL Batch Rendering UNDER REVIEW

Nov 19 2014 08:24 PM | Posted By Marek Krzeminski in OpenGL
You should render as many vertices as possible in a single draw call for optimal performance. In this article I demonstrate how I implemented a batch rendering technique for OpenGL using C++.

Tagged With:  batch  render  opengl  degenerate  vbo  triangle strips  batching  rendering  manager 
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6Likes
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Implementing a Meta System in C++

Nov 19 2014 04:47 PM | Posted By Artem Shal in General Programming
Implementing a meta system to support several scripting languages with interoperability.

Tagged With:  c++  templates  meta system  reflection 
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10Likes
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Designing a "Playable" UI That Secretly Teaches How to Play

Nov 19 2014 09:32 AM | Posted By Yowan Langlais in Game Design
How to create a fun user interface that teaches players how to play your game.

Tagged With:  design  user interface  UI 
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7Likes
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Shooting At Stuff

Nov 15 2014 12:22 PM | Posted By James Wucher in Math and Physics
You never shoot directly at a moving target. You shoot at where the target is going to be when your shot gets there. Millions of years of biology make it easy for predators. Turns out it's pretty easy for computers as well...if you know the math.

Tagged With:  2d intercept position  2D  vector  target  intercept  moving target  algorithm 
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3Likes
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A Room With A View UNDER REVIEW

Nov 14 2014 09:11 PM | Posted By James Wucher in Game Programming
Instead of building a side-scrolling parallax 2-D world, build a massive any-direction-scrolling world and only let the player see a small part of it.

Tagged With:  2D  viewports  game 
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21Likes
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Setting Realistic Deadlines, Family, and Soup

Nov 13 2014 11:49 AM | Posted By Thomas Henshell in Production and Management
How does the indie estimate a delivery date when juggling the game, family, spouse, and soup! (Recipe included.)

Tagged With:  indie  software  development  game  scheduling  estimation  deadline  family  spouse  soup 
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17Likes
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Retro Mortis: RTS (Part 1) - It was found in a Desert...

Nov 13 2014 03:04 AM | Posted By Michel Mony in Game Design
In this article we examine the origins of the RTS and mechanics that were revisited or forgotten.

Tagged With:  Design  RTS  Dune  Retro 
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3Likes
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Standard Gameplay and IAP Metrics for Mobile Games (Part 2) UNDER REVIEW

Nov 10 2014 01:30 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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Throwing a Winning Pass UNDER REVIEW

Nov 07 2014 02:21 PM | Posted By James Wucher in Game Programming
Whether it is your quarterback looking for the receiver to throw to or a tank turning to atomize the enemy, figuring out how to lead the target when your launcher has to turn is some tricky business.

Tagged With:  2D  physics  intercept  target  algorithm  catch  throw  tank  football 
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3Likes
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Composing an Indie RPG Title Track UNDER REVIEW

Nov 07 2014 11:11 AM | 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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12Likes
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Making Games is Hard

Nov 07 2014 07:48 AM | Posted By Peter Cardwell-Gardner in Game Design
A developer shares the story of his experience and difficulties in creating a game that's still not done.

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5Likes
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Why Do Mobile Games Often Fail at International Expansion? UNDER REVIEW

Nov 06 2014 09:40 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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8Likes
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How to Make Gameplay Trailers Like the Triple A

Nov 04 2014 08:24 PM | Posted By Kevin Harwood in Business and Law
Making promotional videos for your games can be of massive marketing assistance to your franchise. I've outlined the process I've found success with and analyzed Quantum Break's gameplay trailer for greater clarity.

Tagged With:  marketing  promotion  gameplay trailer 
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4Likes
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Dynamic Pathfinding UNDER REVIEW

Nov 04 2014 02:13 PM | Posted By James Wucher in Artificial Intelligence
Mash up your physics engine and your pathfinding engine and what do you get? Dynamic obstacle avoidance.

Tagged With:  pathfinding  2D  AI  physics 
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2Likes
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Linguistic Testing: Devil in the Details UNDER REVIEW

Nov 04 2014 08:56 AM | Posted By Kirill Kliushkin in Production and Management
What is linguistic testing and why it's so necessary when you localize your game (or software, or website, or application, or anything else). And bonus: 3 secrets for awesome linguistic testing

Tagged With:  User Interfaces  Localization  Translation  Interface  GUI  Usability Testing  Software Testing  Games Testing  Websites  Foreign Languages  Linguistic Testing 
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6Likes
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PID Control of Physics Bodies UNDER REVIEW

Nov 03 2014 03:49 PM | Posted By James Wucher in Artificial Intelligence
Once you bite the bullet and decide to use a physics engine for your game pieces, you are going to have to come to terms with making them move naturally. Getting a handle on handling forces to make things "turn" can be a psychotic episode in the making. Instead, do what the engineers do in the real world and use a PID control loop.

Tagged With:  2D  Box2D  Physics  PID  Control Loop 
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13Likes
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Opening Up Advertising to the Community

Nov 02 2014 11:21 PM | Posted By Michael Tanczos in Gamedev.net Help
November through December we will be trying an experiment to see if we can sustain the site through community-based advertising. Help support us by obtaining a GDNet+ membership!

Tagged With:  advertising  ads 
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4Likes
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Making a Game with Blend4Web Part 6: Animation and FX UNDER REVIEW

Oct 31 2014 07:21 AM | Posted By Mikhail Luzyanin in APIs and Tools
This article is about character modeling and animation, and also about creating the effect of the deadly falling rocks.

Tagged With:  Blend4Web  WebGL  Blender  Game  Animation  FX 
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3Likes
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Ultimate Input Manager for Unity UNDER REVIEW

Oct 30 2014 02:09 PM | Posted By Alex Winx in Game Programming
Ultimate Unity Input Manager. Tame the controllers diversity beast. Minimal code that supports even devices that aren't planned to work on designated systems

Tagged With:  Input  Unity  Mapper  Manager  Joystick  Gamepad  XBox  Wii  Wiimote  Nunchuk  C# 
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12Likes
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From Python to Android

Oct 29 2014 05:26 AM | Posted By Janosch Henze in Mobile Development
Using the pygame subset for android allows us to easily port a game written with python and pygame to Android. Hence we are capable of developing a game in python on the PC and let it run on our favorite Android device.

Tagged With:  python  android  pygame  pgs4a 
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26Likes
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Building a 3D MMO using Websockets

Oct 28 2014 09:44 PM | Posted By Nick Janssen in Multiplayer and Network Programming
With this article I would like to give you a better insight in MMO’s and make you less afraid of the complexities involved in building one. From my experience I have found that people consider them very hard, while they are in fact quite easy to make using the web technologies of today.

Tagged With:  mmo  3d  webgl  javascript  node.js  websockets  socket.io 
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9Likes
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Pre-Visualization Is Important!

Oct 28 2014 09:43 PM | Posted By superman3275 in General Programming
Many a beginner on gamedev.net (including me) has trouble with their software in the beginning. I had no idea how to plan for projects or what was even included in projects. I would look for posts about how to plan out projects. This article presents an approach a beginner can use for organizing their project.

Tagged With:  program  organization  design  visualization  planning  beginner 
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14Likes
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What Makes Old Games Addictive

Oct 27 2014 03:54 PM | Posted By Miguel7 in Game Design
Nostalgia aside, what makes those old-school 2D platformers, scrolling shooters, unrealistic sports games and others so addictive? Why are there so many spoofs, emulators, and even USB controllers for games that by today's standards really aren't that good? In this article I'll share what I think is the secret.

Tagged With:  2-D  Mario  Zelda  shooter  platformer 
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Inside the Indie Art Process of Archmage Rises UNDER REVIEW

Oct 27 2014 02:23 PM | Posted By Thomas Henshell in Visual Arts
Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas’ upcoming 2D RPG Archmage Rises.

Tagged With:  art  indie  rpg 
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