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Breaking Out of Breakout
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Spring RTS Engineering Internals
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For a Career in Gaming, are Game Design Degrees Worth It?
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Building a First-Person Shooter Part 1.2: The Player Class
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Techniques for Finding Unlisted Game Internships
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Indie tutorial: Organizing your work as a team
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Making it in Indie Games: Starter Guide
Building a First-Person Shooter Part 1.2: The Player Class
Published in Game Programming
By Chris Vossen - In this tutorial we will begin to flesh out our player class by adding in a camera and setting up character physics.
Object-Oriented Game Design
Published in Game Programming
By Josh Klint - C++ can be intimidating the new programmers. The syntax does at first glance look like it was designed for robots to read, rather than humans. Ho...
Scripting Custom Windows in Unity3D
Published in Game Programming
By Casey Hardman - With the know-how, you can make your own windows in Unity. Allow me to teach you how and get you started.
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Building a First-Person Shooter Part 1.2: The Player Class UNDER REVIEW
May 22 2013 07:38 AM | Posted By Chris Vossen
in Game Programming
In this tutorial we will begin to flesh out our player class by adding in a camera and setting up character physics.
Tagged With: leadwerks c++ fps
Object-Oriented Game Design
May 17 2013 07:37 PM | Posted By Josh Klint
in Game Programming
C++ can be intimidating the new programmers. The syntax does at first glance look like it was designed for robots to read, rather than humans. However, C++ has some powerful features that speed up the process of game design, especially as games get more complex. There's good reason C++ is the long-standing standard of the game industry, and we'll talk about a few of its advantages in...
Tagged With: c++ oop inheritance
Scripting Custom Windows in Unity3D UNDER REVIEW
May 17 2013 11:16 AM | Posted By Casey Hardman
in Game Programming
With the know-how, you can make your own windows in Unity. Allow me to teach you how and get you started.
Tagged With: unity3d editor editor window window gui
Binding D To C
May 16 2013 09:40 AM | Posted By Mike "Aldacron" Parker
in Game Programming
When getting up and running with game development in the D programming language, you can save a lot of time by linking with existing C libraries. D is ABI compatible with C, so it's not a difficult thing to do. This article, modified and updated from a series of posts in my Development Journal, shows you how.
Tagged With: d language c language binding
RPG Character Design: Technical Blueprints 101 UNDER REVIEW
May 15 2013 07:13 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
Multiplayer Pong with Go, WebSockets and WebGl UNDER REVIEW
May 10 2013 01:16 PM | Posted By David Neumann
in Game Programming
This article will guide you through the implementation of a pong server in Go and a pong client in JavaScript using Three.js as render engine. I am new to web development and implementing pong is my first project. So there are probably things that could be done better, especially on the client side, but I wanted to share this anyway.
Tagged With: pong go webgl three.js javascript websockets networking multiplayer
Game Development with Win32 and DirectX 11 - Part 00.5: Concept UNDER REVIEW
May 10 2013 10:00 AM | Posted By Josh Vega
in Game Programming
In this quick article, I will let you know what to expect in the future of this tutorial series.
Tagged With: c++ directx11 win32
How to Structure a Game UNDER REVIEW
May 10 2013 07:02 AM | Posted By Josh Klint
in Game Programming
Basic game structure is a topic that many people have trouble with, yet it somehow gets overlooked. In this lesson, I will show you exactly how to set up and structure code for commercial games.
Tagged With: c++ leadwerks
Building a First-Person Shooter Part 1.1: Visual Studio Setup UNDER REVIEW
May 08 2013 11:00 AM | Posted By Chris Vossen
in Game Programming
This is the second lesson in a set of tutorials that demonstrate how to build a complete first-person shooter game, from start to finish. In this lesson we will use Visual Studios C++ along with Leadwerks 3 to setup our code base.
Tagged With: leadwerks visual studio tutorial fps c++ lua native code design mobile ios android pc mac
MVC and CBES as it Relates to Game Programming UNDER REVIEW
May 08 2013 07:04 AM | Posted By Adam Martin
in Game Programming
Learn about the MVC (Model, View, Control) paradigm and how it relates to being used with a CBES (component based entity system.) This article is about programming in a general sense and not a specific language or system.
Tagged With: cbes programming mvc
Pathfinding concepts, the basics
May 07 2013 07:18 PM | Posted By Michael Grenier
in Game Programming
Understanding the basic concepts of efficient and accurate pathfinding.
Tagged With: ai pathfinding unity3d
Building a First-Person Shooter Part 1.0: Creating a Room UNDER REVIEW
May 06 2013 11:20 AM | Posted By Chris Vossen
in Game Programming
In this lesson we make use of the Leadwerks engine and learn to use brushes, materials, UV manipulations, and lights as we build a room for our first-person shooter game.
Tagged With: leadwerks leadwerks 3 tutorial fps design level design level editor mobile ios android materials lights lightmap uv brushes texture assets
Practical Cross Platform SIMD Math: Part 2
May 03 2013 07:06 PM | Posted By AllEightUp
in Game Programming
In order to finish the discussion of practical SIMD usage, it is important to put the code into use and also discuss some performance issues. Finally, in order to make the code really useful, debugging tools will be added for catching errors as quickly as possible.
Tagged With: c++ c++11 simd math
Retro Game Programming: How to Make Pong UNDER REVIEW
May 01 2013 11:30 AM | Posted By Ankur Sheel
in Game Programming
This article aims at introducing beginners to make a Pong Clone
Tagged With: pong classic game c++ directx 3d
Swept AABB Collision Detection and Response
Apr 30 2013 12:51 PM | Posted By BrendanL.K
in Game Programming
Recognizing the problems with AABB and applying swept, broad-phase and various responses to make a more robust algorithm.
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
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
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
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.
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
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
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
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
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
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


