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How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5

Published in Game Programming

By Jose Maria Martinez - This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a...

Creating a Very Simple GUI System for Small Games - Part III

Published in Game Programming

By Martin Prantl - 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 exist...

Procedural Generation of Puzzle Game Levels

Published in Game Programming

By Tomas Rychnovsky - Description of the approach used for procedural puzzle level generation in mobile game Fruit Dating.


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How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5 UNDER REVIEW

Oct 21 2014 12:21 PM | Posted By Jose Maria Martinez in Game Programming
This tutorial gives a step-by-step explanation on how to create a scoreboard that shows the number of lives, the time, or the points obtained in a video game. You can clone a HTML5 example project in the WiMi5 Dashboard, in www.wimi5.com.

Tagged With:  score  scoreboard  lives  time  point  board  html5  create  visual  script  visual script  game 
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Creating a Very Simple GUI System for Small Games - Part III

Oct 19 2014 01:19 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 III and rendering logic.

Tagged With:  gui  tutorial  graphics  touch control  mouse 
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Procedural Generation of Puzzle Game Levels

Oct 14 2014 10:28 AM | Posted By Tomas Rychnovsky in Game Programming
Description of the approach used for procedural puzzle level generation in mobile game Fruit Dating.

Tagged With:  Fruit Dating  Puzzle  Procedural  Level  iOS  Android  generation 
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Pre-Structure Phrases for Internationalization UNDER REVIEW

Oct 06 2014 08:44 PM | Posted By Loki Ng in Game Programming
Key-value pair is a commonly seen format to store phrases for translations. Things become complicated when it comes to European languages or Middle East languages. And the solution to that would be to use structural formats instead of key-value pair.

Tagged With:  translation  localization  internationalization 
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A Resource Manager for Game Assets UNDER REVIEW

Sep 30 2014 02:08 PM | Posted By TheItalianJob71 in Game Programming
A resource manager for handling game assets in your games.

Tagged With:  engine  3d  resources  assets 
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Building an Open-Source, Cross-Platform 3D Game with C++, OpenGL and GLSL, from the Ground Up

Sep 30 2014 02:51 AM | Posted By dimitros.be in Game Programming
Aid in learning how to develop 3D games that compile on Windows and Linux, with C++, OpenGL and GLSL, with suggested reading and one single integrated and simple example code-base.

Tagged With:  OpenGL  GLSL  C++  Windows  Linux  Cross-Platform  Blender  Wavefront 
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Making a Game with Blend4Web Part 5: Dangerous World UNDER REVIEW

Sep 16 2014 10:45 AM | Posted By Evgeny Rodygin in Game Programming
Red-hot rocks falling from the sky and lava will become mortally dangerous for our character.

Tagged With:  Blend4Web  WebGL  JavaScript  You Wont Fry Me! 
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Game i18n via IME

Sep 04 2014 04:31 AM | Posted By Stoyan Nikolov in Game Programming
In this post I would like to describe the basics of an IME integration in a game and some of the challenges that it poses. Recently we added full IME support to our product and most of the pain points were experienced first-hand.

Tagged With:  i18n  IME  GameDev 
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How Alias Templates Saved my Sanity

Sep 01 2014 07:40 AM | Posted By Matt Booth in Game Programming
Using typedef in C++ is a common technique for aliasing types, when you try the same with templates there are several caveats to be wary of. This article provides example issues with template typedefs and the alternatives that modern C++ provides.

Tagged With:  C++  Typedef  alias 
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Procedural Level Generation for a 2D Platformer

Sep 01 2014 07:38 AM | Posted By Fabien Benoit-Koch in Game Programming
Procedurally generating every element of a level for a 2d platformer is rarely discussed -- Fabien details his entire approach.

Tagged With:  procedural  level generation  2d  platformer 
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Basic OpenAL sound manager for your project

Aug 26 2014 08:14 AM | Posted By Martin Prantl in Game Programming
Adding sound to your project can be a terrifying experience. You have to find the right library, right sound format and also put it all together. This tutorial is designed to be simple and yet a little robust. You can find full code attached to article as well, so you can learn directly from it.

Tagged With:  sound  openal  manager  c++  tutorial 
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Anatomy of an Idle Game - A Starters Guide to AngularJS UNDER REVIEW

Aug 06 2014 07:34 PM | Posted By Alexander Ballard in Game Programming
Ever wanted to make your own idle/increment game? Or maybe you have been trying to get into Single Page Application development and didn't know where to start. If so, this might just be the article for you.

Tagged With:  Beginner  AngularJS  Idle Game 
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Abusing the Linker to Minimize Compilation Time

Jul 15 2014 04:21 PM | Posted By Tom Roe in Game Programming
Constantly recompiling a mountain of files because a single file has too many compile-time dependencies? Move the dependencies to link-time and minimize compilation time!

Tagged With:  compiler  linker  context  c++ 
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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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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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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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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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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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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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