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Skeletal Animation Optimization Tips and Tricks UNDER REVIEW

Feb 20 2015 01:28 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.

Tagged With:  Animation  Character Animation  Optimization  Skeletal Animation 
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Debugging - "Follow The Data"

Feb 18 2015 11:54 AM | Posted By Bruce J. Veazie in General Programming
Programmers may be unaware that, with the proper approach, debugging problems on their own can save time, and result in valuable self-education. An approach to debugging I call "Follow The Data" can do just that.

Tagged With:  debugging 
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Persistent Mapped Buffers in OpenGL

Feb 13 2015 09:04 AM | Posted By Bartlomiej Filipek in OpenGL
OpenGL (since version 4.4) gives us a new technique to efficiently move data from CPU to GPU. It's called persistent mapped buffers that comes from the ARB_buffer_storage extension.

Tagged With:  opengl  gpu  memory  performance 
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Visual Tools For Debugging Games

Feb 10 2015 07:03 AM | Posted By James Wucher in Game Programming
How much of your time do you spend writing code? How much of your time you spend fixing code?Which would you rather be doing? This is a no-brainer, right?

Tagged With:  game  game programming  debug  video game  2D  code  bug 
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Banshee Engine Architecture - RTTI & Serialization UNDER REVIEW

Feb 06 2015 09:46 PM | Posted By Marko Pintera in APIs and Tools
Learn about the design and implementation details of the run-time type information system used by the Banshee Engine. This article is a part of a larger series relating to the Banshee Engine.

Tagged With:  game development  banshee  engine  banshee engine  c++  directx  opengl  3d  graphics  rtti  serialization 
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Standard Gameplay and IAP Metrics for Mobile Games (Part 2)

Feb 05 2015 07:15 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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10 Tips From Global Game Jam 2015 UNDER REVIEW

Feb 04 2015 08:06 PM | Posted By Tobiasz Siemiński in Game Programming
Read about how to prepare for the Global Game Jam and others!

Tagged With:  ggj  game jam 
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Making a Game with Blend4Web Part 2: Models for the Location

Feb 03 2015 09:22 AM | Posted By Mikhail Luzyanin in APIs and Tools
We continue working on a simple game. This time we'll discuss modeling and texturing models for the location. All is done with Blender.

Tagged With:  Blend4web  Blender  Game  3D Modeling 
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Making a Game with Blend4Web Part 1: The Character

Feb 03 2015 09:22 AM | Posted By Evgeny Rodygin in APIs and Tools
Today we're going to start creating a fully-functional game app with Blend4Web.

Tagged With:  Blend4Web  WebGL  Game  Programming 
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Making a Game with Blend4Web Part 6: Animation and FX

Feb 03 2015 09:19 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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Making a Game with Blend4Web Part 7: Enriching the Game World

Feb 03 2015 09:08 AM | Posted By Mikhail Luzyanin in APIs and Tools
In this article, we'll explain how to create environment FX and other details which make the game world more diverse and dynamic.

Tagged With:  Blend4Web  WebGL  Blender  FX 
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PID Control of Physics Bodies

Jan 26 2015 11:39 AM | 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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How to create game rankings in WiMi5 UNDER REVIEW

Jan 23 2015 10:26 AM | Posted By WiMi5 in APIs and Tools
This tutorial shows how to deal with Rankings in HTML5 games created with WiMi5. It’s very easy to handle, we can sum it up in three steps.

Tagged With:  ranking  html5  game  create  tool  game editor  game maker  game engine  casual game  2d editor  drag and drop editor  drag and drop game 
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A Room With A View

Jan 21 2015 09:09 AM | 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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Making Machines Learn

Jan 19 2015 01:41 PM | Posted By Jean-René Couture in Artificial Intelligence
What if the system could reproduce the learning patterns of the human player: starting inexperienced and, by being thought by actions, how to play better? After all, playing a game is reproducing simple patterns in an always more complex set of situations, something computers are made to do. What would it mean to make the system learn how to play better, as it's playing?

Tagged With:  AI  Personality  Emotions  Design 
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Multi-threaded Keyboard Input for Games UNDER REVIEW

Jan 16 2015 11:07 AM | Posted By Irlan Robson in General Programming
One way to handle input in fixe-time step games.

Tagged With:  time  input  game 
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Standard Gameplay and IAP Metrics for Mobile Games

Jan 14 2015 06:25 AM | 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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Gentle Introduction to Google Analytics for Flash

Jan 14 2015 06:25 AM | Posted By Hubert 'Koshmaar' Rutkowski in APIs and Tools
Being able to check out how many players play your game, from what countries, for how long, on which levels they have problems, even do they ever visit your precious Credits screen - that sounds incredibly useful, doesn't it? Fortunately, in web browser games, there's rather easy way to get such informations. In this post I'm going to describe the process for Flash (ActionScript 3),...

Tagged With:  google analytics  flash  actionscript3  playtesting 
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Capsule Inertia Tensor

Jan 11 2015 11:38 PM | 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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Towards a Simpler, Stiffer, and more Stable Spring

Dec 19 2014 01:53 AM | Posted By Michael Schmidt Nissen (h4tt3n) 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 keep any spring system stable under all conditions. The equation is tailored for 1st order symplectic Euler integration and impulse based simulation.

Tagged With:  spring  damping  mass-spring-damper  harmonic oscillator  reduced mass  game physics 
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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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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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