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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 pathfinding  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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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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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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Improving a Sprite-Based Rendering Procedure

Feb 16 2014 06:54 PM | Posted By Julien Jorge in Graphics Programming and Theory
So you are developing a 2D game and, suddenly, you discover that the rendering procedure is too slow. What would you do? Would you put less elements in your levels or would you render them more efficiently? Since you are here, I suppose that you would pick the latter. So, here we go, I am going to tell you how to render less things while having more.

Tagged With:  optimization  sprites  largest empty rectangle  rendering  2d 
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Making a Game Engine: Transformations

Feb 15 2014 01:17 PM | Posted By James Lambert in Math and Physics
Any graphical game needs a way to place objects on the screen, move them, rotate them, and even grow or shrink them. Transformation matrices offer a very elegant solution to this problem.

Tagged With:  game engine  transforms  matrices 
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Math for Game Developers: Triangle Meshes

Feb 07 2014 04:30 AM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday we'll learn how to implement one game design, starting from the underlying mathematical concept and ending with its C++ implementation. The videos will teach you everything you need to know, all you need is a basic understanding of...

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Programming By Example - Adding AngelScript to a Game Part 2

Jan 30 2014 10:26 PM | Posted By Dominque A Douglas in Game Programming
There are many articles and tutorials on the basics of adding a scripting language to your game, but not many go beyond the basics of binding. The article will go further and show how to add scripting to an actual game.

Tagged With:  script languages  c++  angelscript  scripting  directx  xact  scripting language 
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Math for Game Developers: Geometry Testing

Jan 30 2014 08:58 AM | Posted By Jorge "BSVino" Rodriguez in Math and Physics
Learn the math behind firing a bullet and detecting collisions in a scene with the line/box intersection algorithm

Tagged With:  vector  aabb  matrices  matrix  plane intersection  line intersection  collisions  projections 
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Making a Game Engine: Core Design Principles

Jan 29 2014 04:50 PM | Posted By James Lambert in Game Programming
Games engines are large complicated pieces of software. However, if good design principles are followed the game can be well organized and easily accommodate new features.

Tagged With:  architecture  game engine 
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Stretching Your Game To Fit The Screen Without Letterboxing - SDL2 UNDER REVIEW

Jan 27 2014 12:53 PM | Posted By Alex Walters in APIs and Tools
Have you tried scaling your game using the SDL_RenderSetLogicalSize or the SDL_RenderSetScale functions and gotten the ugly letter-boxing? This shows how you can just scale your game no matter what without letter-boxing using SDL2.

Tagged With:  sdl2  c++  letter-boxing  stretching  scaling 
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Programming By Example - Adding AngelScript to a Game Part 3

Jan 26 2014 11:37 AM | Posted By Dominque A Douglas in Game Programming
This final part of the series has a running example of a 3D game with music that uses AngelScript to control the AI, collision detection, and projectile firing.

Tagged With:  directx  xact  angelscript  c++  scripting language 
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Advanced Intersection Test Methods

Jan 21 2014 04:51 PM | Posted By Tim Bright in Math and Physics
This advanced article on intersection tests is primarily about curve intersection, but it also contains useful information for primitive intersection tests.

Tagged With:  geometry  intersections  lines  plane  curves  parametric  implicit 
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