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Postmortem: "Pavel Piezo - Trip to the Kite Festival", a game for learning languages

Published in Production and Management

By Carsten Germer - Our game “Pavel Piezo - Trip to the Kite Festival” has just been released for the first target platform. I decided to write up this postmortem with...

How to Pitch Angry Birds, If It Were an Unknown Indie Game

Published in Business and Law

By Drew Giovannoli - At the Red Fox Clan, we thought it would be fun to pretend that Angry Birds was still an unknown indie game as a template for how you can promote y...

Skeletal Animation Optimization Tips and Tricks

Published in Graphics Programming and Theory

By Peyman Massoudi - Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make...


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Making Machines Learn

Jan 19 2015 01:41 PM | Posted By Jean-René Couture in Artificial Intelligence
What if the system could reproduce the learning patterns of the human player: starting inexperienced and, by being thought by actions, how to play better? After all, playing a game is reproducing simple patterns in an always more complex set of situations, something computers are made to do. What would it mean to make the system learn how to play better, as it's playing?

Tagged With:  AI  Personality  Emotions  Design 
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6Likes
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Game-synchronized and Multi-threaded Keyboard Input UNDER REVIEW

Jan 16 2015 11:07 AM | Posted By Irlan Robson in General Programming
How to correctly handle input in games.

Tagged With:  time  input  game 
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15Likes
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Retro Mortis: RTS (Part 2) - Then a Blizzard came...

Jan 14 2015 06:34 AM | Posted By Michel Mony in Game Design
In this article, I take a look at what Blizzard's Warcraft: Orcs and Humans brought to the table and how it differed from Dune II.

Tagged With:  DesignRTS  Retro  Warcraft  Blizzard 
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Standard Gameplay and IAP Metrics for Mobile Games

Jan 14 2015 06:25 AM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games, covering standard KPIs, game balance and IAP conversions.

Tagged With:  analytics  game balance  mobile  indie 
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Gentle Introduction to Google Analytics for Flash

Jan 14 2015 06:25 AM | Posted By Hubert 'Koshmaar' Rutkowski in APIs and Tools
Being able to check out how many players play your game, from what countries, for how long, on which levels they have problems, even do they ever visit your precious Credits screen - that sounds incredibly useful, doesn't it? Fortunately, in web browser games, there's rather easy way to get such informations. In this post I'm going to describe the process for Flash (ActionScript 3),...

Tagged With:  google analytics  flash  actionscript3  playtesting 
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Capsule Inertia Tensor

Jan 11 2015 11:38 PM | Posted By Bojan Lovrovic in Math and Physics
This article tries to simplify the math behind calculating inertia tensor of a cylinder as much as possible without skipping on any important details. Implementation in C/C++ is presented at the end.

Tagged With:  physics  programming  math  calculus 
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From Never Doing Game Code or Game Art... To A Full Game In Unreal Engine 4 UNDER REVIEW

Jan 01 2015 03:40 AM | Posted By Markus Skupeika in Breaking Into the Industry
In just 5 months I went from ZERO to ONE in developing a successful game. Here is how I did it as an indie game developer.

Tagged With:  unreal engine  ue4 
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8Likes
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The Top 10 Languages for Localizing Your Mobile Game UNDER REVIEW

Dec 30 2014 05:11 AM | Posted By Kirill Kliushkin in Production and Management
App Annie has provided useful data that gives insights into the breakdown of revenues between platforms and countries. After reading this article you'll have an idea of the countries you want to localize your game for

Tagged With:  localization  mobile games  App Annie  languages  translation  revenue  statistic 
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Towards a Simpler, Stiffer, and more Stable Spring

Dec 19 2014 01:53 AM | Posted By Michael Schmidt Nissen (h4tt3n) in Math and Physics
In this article we will look at a modified spring equation that is very easy to tune, displays maximum possible stiffnes and damping, and is guaranteed to keep any spring system stable under all conditions. The equation is tailored for 1st order symplectic Euler integration and impulse based simulation.

Tagged With:  spring  damping  mass-spring-damper  harmonic oscillator  reduced mass  game physics 
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5Likes
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Standard Gameplay and IAP Metrics for Mobile Games (Part 3) UNDER REVIEW

Dec 18 2014 01:46 PM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering conversion for in app purchases.

Tagged With:  analytics  game balance  mobile  indie 
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17Likes
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Barebones of Quests

Dec 17 2014 07:53 AM | Posted By Gavyn Bryan in Game Design
"Quests" and "Missions" in Video Games all have common bare-bones, whether blatant or subtle. In this article, we'll explore the "skeletal structure" of quests in video games and how we can add "meat" to it.

Tagged With:  quest  story  design  RPG 
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Rendering with the NVIDIA Quadro K5200 UNDER REVIEW

Dec 15 2014 01:44 PM | Posted By Kelly L. Murdock in Reviews
NVIDIA gave me a chance to review the Quadro K5000 graphics board back in 2011 and now here, a short three years later, they've come up with the Quadro K5200 board.

Tagged With:  hardware  review  graphics  nvidia  quadro 
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How to Make a Good Sequel to Your Casual Game

Dec 12 2014 07:13 PM | Posted By Ievgen Leonov in Game Design
To create a game hit from scratch or to make a good part two for the existing project? Which of the two options is a shortcut to success? The answer is not that obvious as it may seem, for sequel production may be a hard nut to crack.

Tagged With:  developers  sequel  tips  guide 
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When do videos need voiceovers? UNDER REVIEW

Dec 11 2014 12:33 PM | Posted By Kirill Kliushkin in Music and Sound
Our thoughts about when videos for games need voiceovers, and when they don’t. There are important pluses and minuses we think everyone should be aware of

Tagged With:  Videos  Voiceovers  Mobile Games  Trailers  Sound  Voice  Games 
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12 Tricks to Selling Your Ideas, Your Game & Yourself

Dec 09 2014 05:27 PM | Posted By Thomas Henshell in Business and Law
Selling is an art in itself. The developer of Archmage Rises shares what he learned from the corporate world – so you don’t have to

Tagged With:  business  promotion  sales  pitch 
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4Likes
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How to Create a Scoreboard for Lives, Time, and Points in HTML5 with WiMi5

Dec 08 2014 02:57 AM | 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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Generalized Platformer AI Pathfinding

In this article, we'll explore a powerful, general technique to guiding "jump and run" style AI through a platforming course to reach an arbitrary destination. This method works with both static geometry and moving level elements, like elevators or wheels.

Tagged With:  AI  pathfinding  platformer 
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6Likes
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Inside the Indie Art Process of Archmage Rises

Dec 04 2014 06:20 AM | Posted By Thomas Henshell in Visual Arts
Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas’ upcoming 2D RPG Archmage Rises.

Tagged With:  art  indie  rpg 
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Linguistic Testing: Devil in the Details

Dec 04 2014 06:19 AM | Posted By Kirill Kliushkin in Production and Management
What is linguistic testing and why it's so necessary when you localize your game (or software, or website, or application, or anything else). And bonus: 3 secrets for awesome linguistic testing

Tagged With:  User Interfaces  Localization  Translation  Interface  GUI  Usability Testing  Software Testing  Games Testing  Websites  Foreign Languages  Linguistic Testing 
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Data Visualization in Games: Leaderboards UNDER REVIEW

Nov 26 2014 02:56 PM | Posted By Erik Hazzard in Game Design
Leaderboards are a visualization of achievement. Their goal is to make comparisons between some player (or item's) ranks. This is a pretty board statement because implementations of leaderboards can be found not just in arcades, not just in single or multiplayer games, but also in non-games. There are many types of leaderboards, and can produce powerful emotional reactions

Tagged With:  data visualization  leaderboards 
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OpenGL Batch Rendering

Nov 23 2014 12:45 AM | Posted By Marek Krzeminski in OpenGL
You should render as many vertices as possible in a single draw call for optimal performance. In this article I demonstrate how I implemented a batch rendering technique for OpenGL using C++.

Tagged With:  batch  render  opengl  degenerate  vbo  triangle strips  batching  rendering  manager 
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Banshee Engine Architecture - Introduction UNDER REVIEW

Nov 21 2014 02:13 PM | Posted By Marko Pintera in APIs and Tools
Learn about the vision, architecture and design decisions behind Banshee Engine. This is an introductory article that is a part of a larger series.

Tagged With:  game  development  toolkit  3d  graphics  c++  directx  opengl  engine  banshee 
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9Likes
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Implementing a Meta System in C++

Nov 19 2014 04:47 PM | Posted By Artem Shal in General Programming
Implementing a meta system to support several scripting languages with interoperability.

Tagged With:  c++  templates  meta system  reflection 
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Designing a "Playable" UI That Secretly Teaches How to Play

Nov 19 2014 09:32 AM | Posted By Yowan Langlais in Game Design
How to create a fun user interface that teaches players how to play your game.

Tagged With:  design  user interface  UI 
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Shooting At Stuff

Nov 15 2014 12:22 PM | Posted By James Wucher in Math and Physics
You never shoot directly at a moving target. You shoot at where the target is going to be when your shot gets there. Millions of years of biology make it easy for predators. Turns out it's pretty easy for computers as well...if you know the math.

Tagged With:  2d intercept position  2D  vector  target  intercept  moving target  algorithm 
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