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Data Structures for Pre-College Programmers: Choosing The Right Structure UNDER REVIEW

Apr 30 2013 09:33 AM | Posted By Bryan Wagstaff (frob) in General Programming
This is part of a series of articles dealing with data structures for beginners. It covers choosing between the various data structures.

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Math for Game Developers: Intro to Vectors

Apr 26 2013 11:26 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
A series of videos that visually explains and demonstrates various math concepts applied to game development

Tagged With:  video  math  vectors  cross product  dot product 
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Game Development with Win32 and DirectX 11 - Part 01: The Basic Framework UNDER REVIEW

Apr 26 2013 11:27 AM | Posted By Josh Vega in Game Programming
In this second lesson of this tutorial series, we'll start getting our hands dirty by setting up a Visual Studio project and writing our basic framework.

Tagged With:  Win32  DirectX 11  C++  D3D11 
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Vectors and Matrices: A Primer

Apr 26 2013 07:55 AM | Posted By Phil Dadd in Math and Physics
An introduction to using these mathematical equations in game development

Tagged With:  vectors  matrices  math 
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Practical Cross Platform SIMD Math

Apr 26 2013 05:11 AM | Posted By AllEightUp in General Programming
Supporting multiple target SIMD dialects is a painful chore. Intel made this quite difficult by continually adding a little here and there and ending up with 8+ different variations. This article will present a solution of leveraging SIMD without too many hassles.

Tagged With:  C++  C language  SIMD  math  cross platform  C++ 11 
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Managing Decoupling Part 4: The ID Lookup Table

Apr 24 2013 11:28 AM | Posted By Niklas Frykholm in Game Programming
Looks deeper into the advantages of using an ID lookup table and what data structures a system might use

Tagged With:  engine  design  decoupling  program  organization  systems 
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Dynamic 2D Soft Shadows

Apr 24 2013 09:10 AM | Posted By John "Orangy Tang" Campbell in Graphics Programming and Theory
Describes an accurate method of generating soft shadows in a 2D environment on the fly

Tagged With:  shadows  2d  dynamic  soft shadows  real time 
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Managing Decoupling Part 3: C++ Duck Typing

Apr 19 2013 12:42 AM | Posted By Niklas Frykholm in Game Programming
Dealing with systems that need to manipulate objects whose exact nature are not known, and how to handle this efficiently

Tagged With:  engine  design  decoupling  program  organization  systems 
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D3D11 Tessellation In Depth UNDER REVIEW

Apr 18 2013 07:51 PM | Posted By Seth Hoffert in DirectX and XNA
Learn more about the D3D11 tessellation pipeline, including how to take advantage of the two new hull and domain shader stages

Tagged With:  d3d  d3d11  tessellation  intermediate 
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Design Tradeoffs For Customized Script Interpreters

Apr 18 2013 03:35 PM | Posted By Brendan G Bohannon in General Programming
There may be a number of tradeoffs in the design of both a scripting language and the underlying interpreter. I will attempt to address a few of them here.

Tagged With:  script  VM  interpreter  language  bytecode  stack  register 
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Introduction to Spritesheets

Apr 18 2013 07:43 AM | Posted By Jeremy Kennedy in Game Programming
This article aims to introduce spritesheets and how to incorporate them into your game. Basic programming knowledge is assumed, however, knowledge of C++ and SFML is not required. The spritesheet concepts apply to other languages and libraries.

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Intersection Math & Algorithms - Learn to Derive

Apr 17 2013 09:24 AM | Posted By Vilem Otte in Math and Physics
In this stand-alone article I'm trying to explain how to derive several intersection algorithms that are very important for every game.It should teach you *how* to derive, of course math-thinking is (as always) very important!

Tagged With:  algorithms  point  ray  linear algebra  vector  plane  normal  aabb  bounding box  intersection  sphere 
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Game Development with Win32 and DirectX 11 - Part 00: Setup UNDER REVIEW

Apr 16 2013 01:27 PM | Posted By Josh Vega in Game Programming
In this first lesson of my tutorial series, we'll look into setting up a complete development environment for game development using C++, Win32, and Microsoft DirectX 11.

Tagged With:  C++  Win32  DirectX 11 
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Managing Decoupling Part 2: Polling, Callbacks and Events

Apr 16 2013 10:49 AM | Posted By Niklas Frykholm in Game Programming
One of the fundamental challenges in system design is to keep systems decoupled while still allowing the necessary interactions to take place. Here we discuss what to do when a low level system needs to notify a high level system that something has happened.

Tagged With:  engine  decoupling  design  program  organization  systems 
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Bit Fields

Apr 15 2013 09:42 PM | Posted By AllEightUp in Game Programming
Bit Fields are a useful element of C and C++ which are seemingly poorly documented. Presented here is an attempt to gather up the most pertinent information and provide a better understanding of bit fields.

Tagged With:  C++  c language 
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C++: Custom memory allocation

Apr 15 2013 02:07 PM | Posted By Tiago Costa in General Programming
Being able to efficiently use the available (limited) memory is extremely important in high performance applications like computer games.

Tagged With:  c++  memory  allocation 
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Cross Platform Test Driven Development Environment Using CMake (Part 4)

Apr 10 2013 04:10 AM | Posted By AllEightUp in General Programming
It is time to finish fleshing out the build environment and discussing some of the more advanced features of CMake. This article goes through the options system in more detail and shows how to add a cross compilation target for iOS. Many of the prior article details are put into use in the process and the resulting environment is not a bad starting point for further work.

Tagged With:  cross platform  makefile  c++  c++11  make  cmake 
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Managing Decoupling

Apr 10 2013 01:10 AM | Posted By Niklas Frykholm in Game Programming
The main challenge in keeping an engine “healthy” is to keep the systems as decoupled as possible while still allowing the necessary interactions to take place. If a system is properly decoupled, adding features is simple. Want a wind effect in your particle system? Just write it. It’s just code. It shouldn’t take more than a day. But if you are working in a tightly coupled project, such seemin...

Tagged With:  engine  design  decoupling  intermediate  program  organization  systems 
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Hackathon: iOS game in 7 days

Apr 09 2013 03:10 AM | Posted By Arseniy Vershinin (Arsonic) in Mobile Development
In this article I would like to share with you the story of creating our company’s first iOS game at a hackathon event, using a wonderful 2d graphics engine Cocos2d. It covers some technical problems, we’ve bumped into, while developing the game, as well as the process of creating the actual gameplay.

Tagged With:  AppStore  development  mobile  game  cocos2d  box2d  hackathon  budget  indie  quick  week 
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How we Built an iOS game on PC

Apr 08 2013 08:05 PM | Posted By Thomas Henshell in Mobile Development
This article chronicles Catch the Monkey from ideation to sale worldwide in the App Store.

Tagged With:  game  monkey  marmalade  design  player  scene  time  tool  png  ios 
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Cross Platform Test Driven Development Environment Using CMake (Part 3)

Apr 08 2013 03:40 AM | Posted By AllEightUp in General Programming
In Part 3, it is time to finish off the basic build environment by adding the last target type, shared libraries. Unfortunately this portion involves Windows specifics and takes a while to make fully cross platform. When everything is functional it will be time to add the unit testing framework. The remainder of the article will cover how to setup the unit tests with CMake and various methods...

Tagged With:  make  cmake  makefile  cross platform  c++  c++11 
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Data Structures for Pre-College Programmers: Non-linear Data Structures

Apr 07 2013 07:23 PM | Posted By frob in General Programming
This is part of a series of articles dealing with data structures for beginners. It covers the the non-linear data structures. These include data dictionaries, ordered sets, and unordered sets.

Tagged With:  beginner  data  data structures  dictionary  hash  set  unordered set  ordered set 
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Evolve Your Hierarchy : Refactoring Game Entities with Components

Apr 05 2013 11:26 AM | Posted By Mick West in Game Programming
Up until fairly recent years, game programmers have consistently used a deep class hierarchy to represent game entities. The tide is beginning to shift from this use of deep hierarchies to a variety of methods that compose a game entity object as an aggregation of components.

Tagged With:  entities  entity  object  hierarchy  class  organization  pattern 
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The Guide to Implementing 2D Platformers

Apr 04 2013 08:00 PM | Posted By Rodrigo Monteiro in Game Programming
Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details.

Tagged With:  2d  platformer 
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Understanding Component-Entity-Systems

Apr 02 2013 01:37 PM | Posted By Boreal Games in Game Programming
The traditional way to implement game entities was to use object-oriented programming. This led to large, rigid class hierarchies. To solve this, game programmers started to build entities through composition instead of inheritance.

Tagged With:  component  entity  system  component-entity-system  architecture 
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