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Game Programming Articles

Article Listing

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...

A Room With A View

Published in Game Programming

By James Wucher - Instead of building a side-scrolling parallax 2-D world, build a massive any-direction-scrolling world and only let the player see a small part of it.

Throwing a Winning Pass

Published in Game Programming

By James Wucher - Whether it is your quarterback looking for the receiver to throw to or a tank turning to atomize the enemy, figuring out how to lead the target whe...


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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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12Likes
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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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15Likes
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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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13Likes
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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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9Likes
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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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38Likes
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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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8Likes
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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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37Likes
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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:  data structure  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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23Likes
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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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18Likes
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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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15Likes
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How To Reverse Time - Introduction to Git, Cloud Computing, and Version Control

Nov 20 2013 07:40 PM | Posted By Arian Allenson M. Valdez in Game Programming
Don't wait until it's too late! Learn how to use Git and cloud technology to save your files and easily use your previous (working) code

Tagged With:  git  version control  project management 
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19Likes
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Introduction to Game Programming with CUDA

Nov 18 2013 01:55 PM | Posted By Dan Ricart in Game Programming
This article aims to introduce the reader to programming in CUDA and some of its uses in game programming. It shows simple integrations for both OpenGL and Direct3D. Most of the code can be compiled on multiple platforms except for the Direct3D section.

Tagged With:  cuda  c++  opengl  direct3d 
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6Likes
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How the Procedural Map Generation Works in Reactor Heart UNDER REVIEW

Oct 18 2013 01:58 PM | Posted By Néstor Viña León in Game Programming
How to proceduraly generate a huge 2D universe in real time.

Tagged With:  random worlds  tile engine  Procedural Map  performance  procedural generation  procedural map  programming  2d 
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39Likes
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An Open Letter to Young Programmers

Oct 07 2013 12:40 PM | Posted By Mike Lewis in Game Programming
Advice on being a programmer, based on a letter from a senior MMO developer to a promising intern.

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22Likes
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Implementing Component-Entity-Systems

Oct 02 2013 12:19 PM | Posted By Boreal Games in Game Programming
This implementation works very well in the small scope of my program and can easily be extended to use more components and systems. It can also easily be extended to run in a main loop, and extended to read entities from data files with some work.

Tagged With:  component  entity  system  component-entity-system  architecture 
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29Likes
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The Lua Tutorial

Sep 10 2013 08:18 PM | Posted By Geoff Dunbar in Game Programming
A tutorial on integrating Lua as a simple scripting language into a Windows C++ RPG engine.

Tagged With:  lua  c++  rpg 
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14Likes
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How to Get Started with HTML5

Sep 05 2013 10:29 AM | Posted By Maksim Mikityanskiy in Game Programming
A minimalist guide to getting started with HTML5 and Javascript by making a 2D table tennis game.

Tagged With:  javascript  getting started  basic  html5 
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1Likes
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C++ Plugin Debug Log with Unity UNDER REVIEW

Sep 04 2013 08:23 AM | Posted By Hojjat Jafary in Game Programming
When writing plugins for Unity or other engines it would be very helpful if you could write out some log information from your DLL to the engine's log window. This is what I did in our Indie game Shadow Blade at Dead Mage Studio.

Tagged With:  c++  plugin  unity  log  c# 
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8Likes
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Checking the Open-Source Multi Theft Auto Game

Aug 30 2013 07:54 PM | Posted By Andrey Karpov in Game Programming
We haven't used PVS-Studio to check games for a long time. So, this time we decided to return to this practice and picked out the MTA project. Multi Theft Auto (MTA) is a multiplayer modification for PC versions of the Grand Theft Auto: San Andreas game by Rockstar North that adds online multiplayer functionality. As Wikipedia tells us, the specific feature of the game is "well optimize...

Tagged With:  c++  cpp  pvs-studio  mta  bugs  code review 
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6Likes
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Building a First-Person Shooter: Part 1.6 Sound

Aug 23 2013 06:42 AM | Posted By ChrisVossen in Game Programming
In this tutorial we will finish off this First-Person Shooter Tutorial 1 by adding in sound effects into the game.

Tagged With:  c++  fps  leadwerks  tutorial 
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Scripting Custom Windows in Unity3D

Aug 20 2013 11:43 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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