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Spring RTS Engineering Internals UNDER REVIEW

May 24 2013 11:49 AM | Posted By Issam Lahlali in APIs and Tools
Uses an open source RTS engine to demonstrate how the CppDepend tool can be used to break down and understand a game's code design

Tagged With:  cppdepend  engine  c++  rts 
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Building a First-Person Shooter Part 1.2: The Player Class UNDER REVIEW

May 22 2013 07:38 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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16Likes
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Math for Game Developers: Intro to Matrices UNDER REVIEW

May 21 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 
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16Likes
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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 
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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 
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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 
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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 
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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 
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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# 
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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 
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14Likes
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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 
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9Likes
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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 
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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 
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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 
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17Likes
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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 
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11Likes
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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++ 
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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 
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6Likes
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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 
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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 
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Retro Game Programming: How to Make Pong UNDER REVIEW

May 01 2013 11:30 AM | Posted By Ankur Sheel in Game Programming
This article aims at introducing beginners to make a Pong Clone

Tagged With:  pong  classic game  c++  directx  3d 
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The Programming Primer UNDER REVIEW

May 01 2013 07:38 AM | Posted By Dan Mayor in General Programming
This article covers some basic programming theory that should help beginner level programmers to better understand what it is that programming is all about and what they are getting themselves into.

Tagged With:  programming  function  method  class  data type  variable 
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Thin Film Interference for Computer Graphics

Apr 30 2013 03:49 PM | Posted By Bacterius in Graphics Programming and Theory
Theoretical and practical considerations on rendering thin film interference effects.

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Getting started with Team Foundation Service: Part 1

Apr 30 2013 01:40 PM | Posted By Oli Wilkinson in General Programming
This article discusses the reasons for using a source control and continuous integration system.It then shows you how to get started with Team Foundation Service - Microsoft's cloud-based service for agile planning, collaboration, source control and continuous integration.

Tagged With:  tfs  visual studio  agile  source control  continuous integration 
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Swept AABB Collision Detection and Response

Apr 30 2013 12:51 PM | Posted By BrendanL.K in Game Programming
Recognizing the problems with AABB and applying swept, broad-phase and various responses to make a more robust algorithm.

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Math for Game Developers: Advanced Vectors UNDER REVIEW

Apr 30 2013 11:44 AM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
These videos cover dot products, cross products, euler angles, and box intersection as applied to game problems

Tagged With:  dot product  cross product  euler angles  box intersection 
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