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Multilevel Grid Spacial Partition UNDER REVIEW

Apr 24 2014 06:56 AM | Posted By Agustin Daniel Perez Paladini in General Programming
This data structure is a generalization of the grid space partition data structure. The main idea is: improve memory usage having the same or greater performance than when we use a normal (flat) grid space partition approach.

Tagged With:  space-partition  grid  collisions 
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Matrix Inversion using LU Decomposition UNDER REVIEW

Apr 23 2014 05:57 AM | Posted By Tim Bright in Math and Physics
Need to solve a problem using matrix inversion? This article is for you!

Tagged With:  matrix  inversion  LU decomposition  numerical methods 
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Animating Characters with DirectX

Apr 22 2014 06:38 PM | Posted By Douglas MacLeod in DirectX and XNA
A tutorial on using Direct3D 9 to load and animate skeleton-based character meshes. Includes an introduction to setting up DirectX and Win32 applications

Tagged With:  directx  animation  characters  skinning  direct  3d  tutorial  hlsl  hierarchy 
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Entities-Parts II: Interactions

Apr 17 2014 12:09 PM | Posted By David Chen in Game Programming
The 2nd article in the series extends the RPG example so that it will simulate two teams battling against each other. This article will describe several techniques to handle interactions between entities such as those involved in the example.

Tagged With:  entity  part  framework  component  systems  services  pattern  interactions 
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A Long-Awaited Check of Unreal Engine 4

Apr 14 2014 08:57 PM | Posted By Andrey Karpov in Game Programming
On March 19, 2014, Unreal Engine 4 was made public available. Let's see what interesting bugs the PVS-Studio static code analyzer has found in the project's source code.

Tagged With:  c++  pvs-studio  static code analyzer  code review  unreal engine 4  unreal engine  Unreal Engine  Unreal Engine 4 
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Hacking the monolithic entity system

Apr 10 2014 03:11 PM | Posted By Paul Firth in Game Programming
I’m going to talk about a trick I used on the old PS2 game ’24 The Game’ to save over 30% of a frame by hacking the game’s monolithic entity system

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Path Finding for innovative games: Graph Creation and Best Path Selection

Apr 06 2014 07:44 AM | Posted By Giovanni Guarino in Artificial Intelligence
Path Finding issues have the same models from several years: navigation meshes, navigation grid and waypoints navigation for building the graph, A*, Sample, Dijkstra as 'already classic' algorithm. The advent of a new awareness, whom states that the logical approach to simulate humans is not the best way to solve the PF issue, is bringing new freshness for the AI world. The topic of thi...

Tagged With:  path finding  ai  artificial intelligence  navigation meshes  navigation grid  waypoint navigationm  mental navigation  intelligent agent  dynamic object avoidance  biological path finding  psychology 
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A Critique of the Entity Component Model

Apr 03 2014 06:36 AM | Posted By Sean "rioki" Farrell in Game Programming
The entity component model is all the rave for the last decade. But if you look at the design it opens more issues than it solves.

Tagged With:  programing  design  entity 
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T4 Code Generation in Unity

Mar 28 2014 03:26 PM | Posted By Lior Tal in Game Programming
Many Unity APIs use a string identifier, such as the game object’s tag for various things (e.g: checking for a collision with “player”). In this article I explore a different, safer and automated technique that achieves the same result, without using strings.

Tagged With:  unity  t4  code generation  programming  c# 
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Math for Game Developers: Fragment Shaders

Mar 26 2014 11:45 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
A series of videos on the mathematics behind shaders, covering topics including normal mapping, lambertian surfaces, specularity, sprite lamp normal generation and fog

Tagged With:  shaders  normal maps  lambertian surfaces  specularity  fog  sprite lamp  normals 
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A Blending Animation Controller for a Skinned Mesh

Mar 24 2014 06:52 AM | Posted By Bruce J. Veazie in Graphics Programming and Theory
Animating a skinned mesh requires a method to put the character in motion on-screen. This article discusses a concept and a practical implementation of an animation controller for a skinned mesh.

Tagged With:  animation controller  skinned mesh 
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Perspective projections in LH and RH systems

Mar 24 2014 06:49 AM | Posted By Martin Prantl in Graphics Programming and Theory
As you may know, DirectX uses by default left-handed coordinate system (LH) and OpenGL uses right-handed system (RH). RH system has become some kind of a standard in a computer graphic. However, for my personal purposes, LH system seems more logical to visualise. In this article I summarize differences in matrices and also differences in both APIs (DirectX and OpenGL)

Tagged With:  projection  directx  dx  ogl  opengl 
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Path Finding for Innovative Games: Object Avoidance and Smoothing Movement

Mar 24 2014 06:48 AM | Posted By Giovanni Guarino in Artificial Intelligence
This is the last of three articles that treat a new approach for the Path Finding. It's a part of the studies and experience I made in the last years, mainly in the fields of the Artificial Intelligence for Games and Evolutionary Psychology.

Tagged With:  artificial intelligence  navigation meshes  navigation grid  waypoint navigation  mental navigation  mental map  intelligent agent  emotional agent  dynamic object avoidance  biological path finding  psychology  smoothing algorithm 
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Visual Studio Graphics Content Pipeline for C# Projects

Mar 24 2014 06:47 AM | Posted By Justin Stenning in DirectX and XNA
In this article we will look at how to use the graphics content pipeline for C# in both Visual Studio 2012 and Visual Studio 2013 for Desktop and Windows Store apps.

Tagged With:  d3d11  sharpdx  c#  vs2012  vs2013 
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Entities-Parts I: Game Objects

Mar 19 2014 08:42 AM | Posted By David Chen in Game Programming
The entity-component pattern is used to create complex game objects such as enemies and items. This article contains an implementation of the entity-component pattern and an example of creating a simple RPG battle system using this approach.

Tagged With:  framework  entity  pattern  object  component  part 
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Path Finding for innovative games: Navigation UNDER REVIEW

Mar 06 2014 02:53 PM | 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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Creating a Homing Missile in Unity UNDER REVIEW

Mar 05 2014 01:53 PM | Posted By Preet Kamal Minhas in Game Programming
This article is intended towards developers who are using Unity for their game.

Tagged With:  Unity  homing  missile  slerp 
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5 Bone Fully Rigged Humanoid Character

Mar 04 2014 02:09 PM | Posted By Andreas N. Grontved in Graphics Programming and Theory
A short article on how to severely optimize the human skeleton and boil it down to a bare minimum of only 5 skeletal bones.

Tagged With:  rigging  optimization  skinning 
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How to Work with FBX SDK

Mar 03 2014 12:01 PM | Posted By Tianyu Lang in Graphics Programming and Theory
This article introduces you to FBXSDK and teaches you how to export FBX model/animation to your own format

Tagged With:  how to  fbx  autodesk  sdk  graphics  animation  model  mesh  exporter 
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YAML Basics and Parsing with yaml-cpp

Mar 01 2014 06:15 AM | Posted By Dejaime Antônio de Oliveira Neto in APIs and Tools
Yaml, differing from XML, isn't a markup language. It is much cleaner and readable at the price of a stricter syntax. The main principle is still the same, go through a document to retrieve your so useful data. This article aims to provide an overview on YAML and how to parse it in C++.

Tagged With:  yaml  yaml-cpp  encoded  human readable format  serialization  c++ 
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Multilevel-Multiplayer with Unity UNDER REVIEW

Feb 26 2014 11:29 AM | 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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Skinned Mesh Animation Using Matrices

Feb 26 2014 02:33 AM | Posted By Bruce J. Veazie in Graphics Programming and Theory
Games often use animated characters which walk, run, shoot, etc. Those animated characters are often rendered using an animated skinned mesh. Animating such a mesh can be implemented using arrays of matrices.

Tagged With:  animation  matrix  skinned mesh 
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Fast GUI Rendering using Texture2DArray

Feb 25 2014 04:33 PM | Posted By Kristoffer Lindström in Graphics Programming and Theory
This is my rendering approach to creating a custom GUI library that would support my needs of being fast, easy to work with and having a rendering system that merged well with general drawing of low vertex count objects.

Tagged With:  gui  ui  immediate  fast  directx  texture2darray  font  text  rendering  realtime 
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How To Setup a BlackBerry 10 Development Environment to Build Cascades Apps UNDER REVIEW

Feb 20 2014 02:35 PM | Posted By MarekKnows.com in Mobile Development
A step-by-step instructional guide on how to setup a BB10 development environment. This article includes instructions for downloading all the tools, installing them, and setting them up. You will learn how to get the BB10 simulator up and running and then how to connect it up to the momentics IDE to run and test code. You'll also learn how to connect to a physical BB10 device so that you ca...

Tagged With:  blackberry  cascades  bb10  ide  momentics  apps  simulator  virtual machine 
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The Shaming of Pac-Man: A Remake of the Classic From the 80's With A Beginner Friendly Class Framework

Feb 16 2014 07:17 PM | Posted By Niklas Björnberg in Game Programming
Marvel at the technical brilliance and gritty story of modern day Pac-Man, and learn how to code like a not-still-super-noob gamedev!

Tagged With:  retro  framework  pac-man 
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