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Towards a Simpler, Stiffer, and more Stable Spring

Dec 19 2014 01:53 AM | Posted By Michael Schmidt Nissen in Math and Physics
In this article we will look at a modified spring equation that is very easy to tune, displays maximum possible stiffnes and damping, and is guaranteed to stay stable.

Tagged With:  spring  damping  mass-spring-damper  harmonic oscillator  reduced mass 
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Standard Gameplay and IAP Metrics for Mobile Games (Part 3) UNDER REVIEW

Dec 18 2014 01:46 PM | 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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How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5

Dec 08 2014 02:57 AM | Posted By Jose Maria Martinez in Game Programming
This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a video game. You can clone a HTML5 example project in the WiMi5 Dashboard, in www.wimi5.com.

Tagged With:  score  scoreboard  lives  time  point  board  html5  create  visual  script  visual script  game 
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Generalized Platformer AI Pathfinding

In this article, we'll explore a powerful, general technique to guiding "jump and run" style AI through a platforming course to reach an arbitrary destination. This method works with both static geometry and moving level elements, like elevators or wheels.

Tagged With:  AI  pathfinding  platformer 
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Capsule Inertia Tensor UNDER REVIEW

Dec 01 2014 07:46 AM | Posted By Bojan Lovrovic in Math and Physics
This article tries to simplify the math behind calculating inertia tensor of a cylinder as much as possible without skipping on any important details. Implementation in C/C++ is presented at the end.

Tagged With:  physics  programming  math  calculus 
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OpenGL Batch Rendering

Nov 23 2014 12:45 AM | 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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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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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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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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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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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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3Likes
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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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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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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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PID Control of Physics Bodies UNDER REVIEW

Nov 03 2014 03:49 PM | Posted By James Wucher in Math and Physics
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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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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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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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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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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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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Let There Be Shadow!

Oct 21 2014 03:34 AM | Posted By Joey Fladderak in Graphics Programming and Theory
In this article I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.

Tagged With:  unity3d  shaders  cg  shadows 
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Dijkstra's Algorithm - Shortest Path

Oct 21 2014 02:45 AM | Posted By Erik Hazzard in Artificial Intelligence
This post will cover the basics of Dijksta's shortest path algorithm and how it can apply to path finding for game development. It is my opinion that understanding this algorithm will aid in understanding more complex AI algorithms, such as A*. This post is aimed more towards developers starting out in game development or those curious about Dijkstra's algorithm, but this will be a some...

Tagged With:  dijkstra  shortest path  pathfinding  spf  dijkstras algorithm 
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Creating a Very Simple GUI System for Small Games - Part III

Oct 19 2014 01:19 AM | Posted By Martin Prantl in Game Programming
If you are writing your own game, sooner or later you will need some sort of user interface (or graphic user interface = GUI). There are some existing libraries lying around and there are a lot of discussion threads that deals with eternal problem “What GUI should I use?”. We are going to answer this question by creating our own system from scratch, this time with part III and rendering logic.

Tagged With:  gui  tutorial  graphics  touch control  mouse 
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Procedural Generation of Puzzle Game Levels

Oct 14 2014 10:28 AM | Posted By Tomas Rychnovsky in Game Programming
Description of the approach used for procedural puzzle level generation in mobile game Fruit Dating.

Tagged With:  Fruit Dating  Puzzle  Procedural  Level  iOS  Android  generation 
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Standard Gameplay and IAP Metrics for Mobile Games UNDER REVIEW

Oct 10 2014 07:11 PM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games, covering standard KPIs, game balance and IAP conversions.

Tagged With:  analytics  game balance  mobile  indie 
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