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Game Programming Articles

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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 
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16Likes
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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 
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6Likes
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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 
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8Likes
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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 
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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 
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4Likes
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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 
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14Likes
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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 
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9Likes
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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 
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3Likes
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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 
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8Likes
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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 
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17Likes
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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 
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5Likes
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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 
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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 
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4Likes
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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 
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22Likes
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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.

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7Likes
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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 
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10Likes
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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 
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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 
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11Likes
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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.

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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 
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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 
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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 
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33Likes
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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 
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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 
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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 
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