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Path Finding for innovative games: Navigation

Jul 04 2014 07:36 AM | 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:  pathfinding  ai  artificial intelligence  navigation meshes  navigation grid  mental navigation  intelligent agent  dynamic avoidance  biological pathfinding  psychology 
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13Likes
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Haskell Game Object Design - Or How Functions Can Get You Apples

Jul 02 2014 05:52 AM | Posted By Marc Sunet in Game Programming
This tutorial shows how to model game objects in Haskell using closures to dodge the everyday use of subtyping and dynamic dispatch in object-oriented languages.

Tagged With:  haskell  game object  design  subtyping 
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18Likes
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RPG Character Design: Technical Blueprints 101

Jul 02 2014 05:49 AM | Posted By Ivan Spasov in Game Programming
In this article we will take a look at how you can design and develop from a technical standpoint your character classes for an RPG game.

Tagged With:  technical  design  blueprints  rpg  character 
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29Likes
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Modern Garbage Collectors under the Hood

Jul 02 2014 05:36 AM | Posted By Bluefirehawk in General Programming
More and more Applications are written in a language that manages its memory with a Garbage Collector, since that is what the cool kids are doing now. But weirdly, even experienced programmers seem to have a distorted image of the good and bad sides of the Garbage Collector. In this Article, I try to show how modern Garbage Collector work and discuss some common misconceptions.

Tagged With:  garbage collection  memory management  tutorial  c++ 
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Flexible particle system - The Container

Jun 23 2014 11:49 PM | Posted By Bartlomiej Filipek in Graphics Programming and Theory
One of the most crucial part of a particle system is the container for all particles. It has to hold all the data that describe particles, it should be easy to extend and fast enough. In this post I will write about choices, problems and possible solutions for such a container.

Tagged With:  cpp  particles  animation  optimization  simd 
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Introduction to Unity Test Tools

Jun 20 2014 03:09 PM | Posted By Lior Tal in APIs and Tools
This article introduces Unity Test Tools - an official solution for creating and executing automated tests for Unity projects without leaving the comforts of the editor.

Tagged With:  unity  testing  unit-testing  automated-tests  test  qa  automatics-tests  automated-testing 
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27Likes
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Pathfinding and Local Avoidance for RPG/RTS Games using Unity

Jun 19 2014 04:08 AM | Posted By Nikolay Dyankov in Game Programming
If you are making an RPG or RTS game, chances are that you will need to use some kind of pathfinding and/or local avoidance solution for the behaviour of the mobs. This article gives you a detailed guide how to build a solid pathfinding solution in Unity Free.

Tagged With:  unity3d  ui  navigation  rpg  rts  local avoidance  navmesh  pathfinding 
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4Likes
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Ensuring Fluent Gameplay in MusiGuess - Forward-Caching JSON/JSONP with Nginx

Jun 13 2014 08:22 AM | Posted By Carsten Germer in Multiplayer and Network Programming
Querying a third-party API one of our games gets data from was sometimes getting slow. The solution: Forward-caching the JSON objects with NGINX on our dedicated game-server

Tagged With:  forward proxy  forward cache  nginx  musiguess  json  jsonp  caching  proxy  cache  web accelerator 
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16Likes
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Polygon Triangulation

Jun 06 2014 11:38 PM | Posted By Daniel Taylor in Graphics Programming and Theory
Have YOU ever felt a burning desire to decompose arbitrary polygons into triangles? Well now you can!

Tagged With:  math  triangulation  algorithm 
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Entities-Parts III: Serialization

Jun 03 2014 02:30 PM | Posted By David Chen in Game Programming
Building on the RPG Battle Example, this article will describe how to load entities from XML files using the JAXB serialization framework.

Tagged With:  entity  part  framework  component  systems  serialization  marshalling  data  jaxb 
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Orbital Debris – Making an HTML5 Game With Phaser

May 16 2014 07:43 PM | Posted By Wolfgang Graebner in Game Programming
Orbital Debris is a small game I made in HTML5 with Phaser for a game jam organized by FGL. Read on and I'll tell you how I made it.

Tagged With:  html5  javascript  chrome  mobile  phaser 
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Creating a Very Simple GUI System for Small Games - Part II

May 13 2014 11:48 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 II and basic GUI control...

Tagged With:  gui  tutorial  graphics  touch control  mouse 
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Creating a Very Simple GUI System for Small Games - Part I

May 06 2014 03:31 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.

Tagged With:  gui  tutorial  graphics  touch control  mouse 
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11Likes
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Matrix Inversion using LU Decomposition

Apr 25 2014 02:05 PM | Posted By Tim Bright in Math and Physics
Need to solve a problem involving matrix inversion? This article is for you!

Tagged With:  matrix  inversion  LU decomposition  numerical methods 
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14Likes
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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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21Likes
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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:  pathfinding  ai  artificial intelligence  navigation meshes  navigation grid  waypoint navigationm  mental navigation  intelligent agent  dynamic object avoidance  biological pathfinding  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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15Likes
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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 pathfinding  psychology  smoothing algorithm 
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