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Game Programming Articles

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Abusing the Linker to Minimize Compilation Time

Published in Game Programming

By Tom Roe - Constantly recompiling a mountain of files because a single file has too many compile-time dependencies? Move the dependencies to link-time and mi...

Haskell Game Object Design - Or How Functions Can Get You Apples

Published in Game Programming

By Marc Sunet - This tutorial shows how to model game objects in Haskell using closures to dodge the everyday use of subtyping and dynamic dispatch in object-orien...

RPG Character Design: Technical Blueprints 101

Published in Game Programming

By Ivan Spasov - 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.


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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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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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26Likes
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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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8Likes
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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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Creating a Very Simple GUI System for Small Games - Part III UNDER REVIEW

May 20 2014 08:48 PM | 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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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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20Likes
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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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26Likes
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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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6Likes
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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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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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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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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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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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Introduction to Octrees

Jan 20 2014 03:46 PM | Posted By Eric Nevala in Game Programming
Octrees are a very powerful way to organize data in 3D environments so that you can spend the least possible time trying to detect collisions. This article shows you how to create an octree, from concept to code, and then I show you how to optimize the performance to be lean on CPU and memory usage.

Tagged With:  datastructure  collision detection  frustum culling  octrees  c#  xna 
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11Likes
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Memory Usage Optimization Using Cache

Jan 15 2014 08:17 AM | Posted By Issam Lahlali in Game Programming
Using a cache is a popular way to optimize your memory usage, reducing the chance of swapping memory pages from slow hard drives. Let's discover the advantages of using the cache by studying two scenarios

Tagged With:  memory  c++  optimisation  optimization 
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15Likes
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Programming By Example - Adding AngelScript to a Game Part 1

Jan 02 2014 06:43 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:  c++  angelscript  directx  xact  scripting language 
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Writing Fast JavaScript For Games & Interactive Applications

Dec 15 2013 12:51 PM | Posted By Mohsen Heydari in Game Programming
Some tips for writing fast JavaScript code.

Tagged With:  performance  optimization  javascript 
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Game Development with Win32 and DirectX 11 - Part 00: Setup

Dec 11 2013 12:00 AM | 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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