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My Year as a Mobile Gamedev

Dec 16 2015 09:37 PM | Posted By Adrian Zarzycki in Mobile Development
Summary of my experience from the first year in mobile gamedev.

Tagged With:  android  marketing  playstore  mobile  indie 
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9Likes
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DIY 2D Vector Physics UNDER REVIEW

Dec 01 2015 07:32 PM | Posted By Tom Novelli in Math and Physics
Some algorithms to get you started should you opt to ditch the libraries & do it yourself.

Tagged With:  2D  physics  collision  intersection  algorithm 
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Maintenance-free Enum to String in Pure C++ with "Better Enums"

Nov 19 2015 07:02 PM | Posted By Anton Bachin in APIs and Tools
Converting between enums and strings and iterating over enums without unpleasant syntax or external tools.

Tagged With:  c++  enum  serialization  reflection  open source  string 
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Making Your C++ Namespace Solid and Future-Proof UNDER REVIEW

Nov 16 2015 10:16 PM | Posted By Dario Oliveri in General Programming
Minimize namespace pollution and reduce chance of breaking changes (compilation errors) on client code when you ship the next version of your awesome library

Tagged With:  C++  header  code design  namespace pollution  design by contract 
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Combining Material Friction and Restitution Values UNDER REVIEW

Nov 13 2015 05:39 AM | Posted By Peter Stock in Math and Physics
Calculating the coefficients needed to use the Coulomb friction model in physics simulations

Tagged With:  Physics 
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Code for Game Developers: Optimization UNDER REVIEW

Nov 05 2015 08:12 PM | Posted By Jorge "BSVino" Rodriguez in Game Programming
a complete 15-part article series covering various important topics related to optimization of code

Tagged With:  optimization  amdahls law  big o  binary search  hash tables  loop unrolling  cache  soa  aos  memory allocation 
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Leading the Target

Nov 05 2015 06:45 AM | Posted By Álvaro Begué in Math and Physics
How do you compute where you have to aim to hit a moving target with a finite-speed projectile? This is a common question on gamedev.net's forums. This article presents a procedure to solve this problem and some variations thereof.

Tagged With:  deflection  math  geometry  target leading  leading the target 
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2D Transforms 101

Nov 01 2015 06:40 PM | Posted By Sundaram Ramaswamy in Math and Physics
A presentation on 2D transforms with interactive animations.

Tagged With:  2d  math  transformations  geometry  linear-algebra  mapping  coordinate-systems 
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Jump Point Search: Fast A* Pathfinding for Uniform Cost Grids

Oct 31 2015 09:26 AM | Posted By Albert Hofkamp in Artificial Intelligence
Want faster A*? Have uniform costs? Use Jump Point Search!

Tagged With:  JPS  pathfinding  uniform cost  Jump Point Search 
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Problems Found in Appleseed Source Code

Oct 14 2015 01:12 AM | Posted By PVS-Studio team in General Programming
A look at the few problems detected in the relatively large code base of this open-sourced renderer

Tagged With:  c++  Appleseed  open-source  pvs-studio  static code analysis 
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Preview: Reliable UDP implementation, lockstep, LAN, and parity bit checking UNDER REVIEW

Oct 08 2015 10:11 AM | Posted By Denis Ivanov in Multiplayer and Network Programming
Whether you're interested in making an FPS or RTS, you've probably heard that you should use UDP. Here's how

Tagged With:  udp  rudp  lockstep  rts  lan  parity bit 
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A Rudimentary 3D Game Engine, Built with C++, OpenGL and GLSL

Sep 20 2015 07:06 PM | Posted By coding3d in Game Programming
Engine to be used as an aid in learning how to develop 3D games that compile on Windows, OSX and Linux, with C++, OpenGL and GLSL. It works with a dependency manager.

Tagged With:  OpenGL  GLSL  C++  Windows  Linux  OSX  Cross-Platform  Wavefront  PortAudio 
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Math for Game Developers: Advanced Vectors

Sep 16 2015 12:19 AM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
YouTube series for beginners explaining various mathematical concepts as applied to game development

Tagged With:  math  vector  dot product  linear interpolation  euler  cross product  aabb  projections 
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Particle Systems using Constrained Dynamics

Sep 06 2015 12:56 PM | Posted By Tim Bright in Math and Physics
A really cool way to simulate large numbers of particles with path constraints *without* using springs.

Tagged With:  numerical methods  physics  particles  dynamics 
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A Spin-off: CryEngine 3 SDK Checked with PVS-Studio

Aug 31 2015 09:05 PM | Posted By Andrey Karpov in APIs and Tools
A look at some interesting bugs uncovered with PVS-Studio code analyzer

Tagged With:  c++  static analysis  PVS-Studio  CryEngine 
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From User Input to Animations Using State Machines

Aug 26 2015 07:36 PM | Posted By Albert Hofkamp in Game Programming
Performing smooth animation transitions in response to user input is a complicated problem. By using synchronized state machines, you can specify allowed behavior in an organized way, and have the computer handle combining of the behavior.

Tagged With:  event processing  state machine  synchronization  user input  animations 
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How to Design the Data Structure for a Turn Based Game

Aug 26 2015 01:54 PM | Posted By David Xicota in Game Programming
A recurring question I get. When you see the following example, you’ll see how easy it is

Tagged With:  turnbased  multiplayer 
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Why NASA Switched from Unity to Blend4Web UNDER REVIEW

Aug 14 2015 07:19 PM | Posted By Pierre Bezuhoff in APIs and Tools
A simulated Mars rover experience you can control, produced by NASA and developed with... Blend4Web??

Tagged With:  NASA  Unity  Blend4Web  WebGL 
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Memory Markers

Jul 31 2015 06:06 PM | Posted By Asher Einhorn in Artificial Intelligence
Inspired by the 'Simplest trick I know' series of GDC talks, I've begun to document all the small code and design tips and tricks I've picked up on my way through the industry

Tagged With:  AI  Scripting  Coding 
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Math for Game Developers: Probability and Randomness

Jul 10 2015 12:19 PM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
YouTube series for beginners explaining various mathematical concepts as applied to game development

Tagged With:  math  probability  randomness  rng  noise 
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How the PVS-Studio Team Improved Unreal Engine's Code

Jun 30 2015 04:15 AM | Posted By PVS-Studio team in APIs and Tools
Epic asked the PVS team to use their software to improve the code of Unreal Engine 4, here's a detailed look into UE4's code

Tagged With:  c++  unrealengine  static code analyzer  code review  pvs-studio 
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Coverage Buffer as main Occlusion Culling technique

Jun 26 2015 03:54 PM | Posted By Damon Wall in Graphics Programming and Theory
This article describes an Occlusion Culling technique inspired by CryEngine's C-Buffer. This technique is CPU-based but uses Z-Buffer from previous frame to compare with CPU-rasterized primitives.

Tagged With:  graphics  occlusion culling 
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Cache In A Multi-Core Environment

Jun 18 2015 01:58 PM | Posted By Joshua Waring in General Programming
In my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that cache in a multicore environment is a whole other topic so I've written this article to cover the different considerations that come along with Multicore Programming.

Tagged With:  CPU  Cache  Optimisation 
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Cache And How To Work For It

Jun 16 2015 04:34 AM | Posted By Joshua Waring in General Programming
programming and storing data in a cache-friendly manner is imperative to performance improvements and, in turn, a reduction in power consumption

Tagged With:  CPU  performance  cache  memory  access  optimisation 
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Writing Efficient Endian-Independent Code in C++

Jun 04 2015 10:52 AM | Posted By 'No Bugs' Hare in General Programming
Better (simpler, faster, and more general) approaches, building on a previous GDnet article on this topic

Tagged With:  C++  endianness  marshalling 
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