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Physics & Game Development; or, What Goes Up Better Come Down UNDER REVIEW

Jun 25 2016 08:19 AM | Posted By Marc Mencher in Math and Physics
Unless you're making a text-only game, you'll need to apply some form of Newtonian physics to pretty much every action that occurs on the screen. Computer and video games apply the laws of physics so that objects "behave" as they do in the normal world.

Tagged With:  Game Programming 
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Load Testing with Locust.io UNDER REVIEW

Jun 21 2016 08:00 AM | Posted By Ben Vinson in Game Programming
This post gives a brief overview of how Kongregate uses Locust.io to perform distributed load testing of our infrastructure on AWS. It explains how we defined and ran our tests, along with covering some common pitfalls that we encountered along the way.

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Shadow Map Silhouette Revectorization (SMSR)

Jun 15 2016 04:34 AM | Posted By Vladimir Bondarev in Graphics Programming and Theory
SMSR is MLAA based post-processing algorithm which aims to revectorize low res shadow maps.

Tagged With:  CG  Shader  Anti-Aliasing  Shadow Mapping  Post Processing 
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Vulkan 101 Tutorial

Jun 12 2016 04:23 AM | Posted By José Henriques in OpenGL and Vulkan
From WinMain to triangle on the screen.

Tagged With:  Vulkan  Tutorial  C/C++  Win32 
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Procedural Generation: Implementation Considerations UNDER REVIEW

Jun 11 2016 08:02 AM | Posted By Francisco RA in Graphics Programming and Theory
This article discusses considerations when you are implementing procedural generation (procgen) systems.

Tagged With:  procgen  procedural generation  gamedev  pcg 
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Math for Game Developers: Graphs and Pathfinding

Jun 08 2016 07:14 PM | Posted By Jorge "BSVino" Rodriguez in Artificial Intelligence
Jorge returns with another series of his popular YouTube videos, covering AI techniques to make your agents smarter about moving around your game world

Tagged With:  math  ai  pathfinding  graphs  breadth first search  dijkstra 
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Procedural Generation: Pros and Cons

Jun 08 2016 05:53 PM | Posted By Francisco RA in Graphics Programming and Theory
In this article I discuss the pros and cons of using procedural generation (ProcGen). This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do.

Tagged With:  procgen  procedural generation  gamedev  pcg 
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Billboarded Foliage in Unreal Engine 4

Jun 08 2016 05:52 PM | Posted By Craig Edwards in Graphics Programming and Theory
Learn how to render forests of potentially millions of trees in Unreal Engine 4, without bogging down your hardware.

Tagged With:  UE4  Shader  Material  Material Instancing  Foliage  Billboard  Forest  Unreal Engine 4 
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Serious Sam shooter anniversary - finding bugs in the code of the Serious Engine v.1.10

Jun 06 2016 09:17 AM | Posted By Svyatoslav Razmyslov in Game Programming
The first-person shooter 'Serious Sam' celebrated its release anniversary on March, 2016. In honor of this, the game developers form the Croatian company Croteam decided to open the source code for the game engine, Serious Engine 1 v.1.10. I have decided to participate in the code improvement, and wrote an article reviewing the bugs that were found by PVS-Studio analyzer.

Tagged With:  programming  gamedev  bugs  c++  open source  Serious Sam 
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Static, zero-overhead (probably) PIMPL in C++ UNDER REVIEW

Jun 02 2016 08:32 AM | Posted By Boreal in General Programming
There are a couple big caveats of PIMPL, and that's of course that you need to do dynamic memory allocation and suffer a level of pointer indirection, plus write a whole bunch of boilerplate! In this article I will propose something similar to PIMPL that does not require this sacrifice, and has (probably) no run time overhead compared to using standard private members.

Tagged With:  c++  pimpl 
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Building tools for Unity to improve your workflow

May 27 2016 08:33 PM | Posted By Guillermo Andrades in Game Programming
Unity’s editor tools are awesome, and we’ve built a lot of stuff with it.

Tagged With:  editor tools  unity  tools  development  cremagames  immortal redneck 
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Integrating Socket.io with Unity 5 WebGL UNDER REVIEW

May 21 2016 02:42 AM | Posted By Damian Oslebo in Multiplayer and Network Programming
Interested in setting up multiplayer networking over WebGL Unity? This article provides a framework for use in your Unity web builds.

Tagged With:  Unity  WebSockets 
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Design Guide for Room Scale VR

May 18 2016 12:23 PM | Posted By Eric Nevala in Virtual and Augmented Reality
Developing Virtual Reality games is very new. I cover many of the core considerations a new VR developer or designer would need to think about when building a room scale VR experience. I also share many of the tips and tricks I've learned.

Tagged With:  Virtual Reality 
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A Brain Dump of What I Worked on for Uncharted 4

May 12 2016 06:10 PM | Posted By Ming-Lun "Allen" Chou in Game Programming
Now that Uncharted 4 is released, I am able to talk about what I worked on for the project.

Tagged With:  Uncharted  AI  Gameplay 
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2D Lighting System in Monogame

Apr 20 2016 07:14 AM | Posted By Cody Red in APIs and Tools
Learn how to do a simple 2D lighting/shadow system with Monogame

Tagged With:  2d lighting  monogame  xna  shadows  HLSL lighting 
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Unreal Engine 4 C++ Quest Framework

Mar 25 2016 08:14 AM | Posted By Martin Hollstein in Game Programming
Trying to build that great game with clear objectives? Designing an RPG? Need a robust and flexible framework for Quests or Objectives? Then check out this article for designing such a system in UE4 using C++. But that is not all, you can take these designs and carve them to your engine of choice with just a few tweaks.

Tagged With:  UE4  c++  code  technical 
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Online Video Game Engines: Discover Why You Should Use Them

Mar 17 2016 12:29 PM | Posted By Jose Maria Martinez, 'Hafo' in APIs and Tools
Online game engines: analysis of the advantages and disadvantages that a solution like this offers when compared to the classic desktop game makers.

Tagged With:  game engine  video game engine  online game engine  videogame engine  html5 game engine  html5 engine  web game engine  online web game engine  advantages  disadvantages  game editor  game maker  pros  cons  pros & cons  develop  web develop  web game develop 
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The Unity Tools Used to Develop Our FPS

Feb 11 2016 07:42 PM | Posted By Guillermo Andrades in APIs and Tools
After a few years working with Unity, I felt like talking about some of the most useful tools for this engine.

Tagged With:  Unity  Tools  FPS  Engine  Resources  Asset Store  A* Pathfinding  Behavior Designer  Instant Good Day  Colorful  Editor Auto Save  DOTween  Master Audio  PrefabEvolution  Rewired  ShaderForge  StylizedFog 
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Sony C#/.NET Component Set Analysis UNDER REVIEW

Jan 28 2016 12:31 PM | Posted By PVS-Studio team in APIs and Tools
A new version of PVS-Studio allows it to now analyze C# projects

Tagged With:  sony  programming  csharp 
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Decoding Audio for XAudio2 with Microsoft Media Foundation UNDER REVIEW

Jan 15 2016 01:24 PM | Posted By Michael Fyffe (tragiccode) in Game Programming
Decoding Audio with Media Foundation and playing it back with XAudio2

Tagged With:  XAudio2  MediaFoundation 
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How to Create a Mobile Game on the Cheap

Jan 15 2016 09:39 AM | Posted By David B Kaplan in Mobile Development
Using Phaser, Cordova, and Intel XDK

Tagged With:  html5  phaser  cordova  Intel XDK  Piskel  inkscape  mobile  iOS  Android  iPhone  iPad 
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Action Lists: Simple, Flexible, Extendable AI

Jan 09 2016 09:03 PM | Posted By Jesse Crafts-Finch in Artificial Intelligence
Action Lists are a simple yet powerful type of AI allowing for relatively complex emergent behavior for smaller AI networks

Tagged With:  AI  Programming  Game Development  C#  Behavior 
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Creating your first game with Game Maker: Studio

Jan 07 2016 11:09 AM | Posted By Gurpreet Singh MAtharoo in Game Programming
So you want to make your own games? Then you've come at the right place! This article will help you create your first 2D game.

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Brain Dead Simple Game States

Jan 06 2016 01:13 AM | Posted By Boreal in Game Programming
Lately, I've realized that game state management is always vastly overcomplicated. Here's a brain dead simple system that does everything you probably need in a straightforward way.

Tagged With:  architecture 
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Not All is Fine in the Morrowind Universe

Dec 29 2015 12:14 AM | Posted By Andrey Karpov in Game Programming
OpenMW is evaluated for code issues by PVS-Studio

Tagged With:  pvs-studio  cpp  programming  openmw 
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