Frustum culling is process of discarding objects not visible on the screen.In this paper I will cover next themes:- culling of: Bounding Spheres, AABB, OBB- culling of huge amount of objects- using SSE- multithreaded culling- GPU culling- comparison of approaches efficiency
Your game is going to hit Steam and you don't even know where to start with its localization? Don't worry, we've got you covered! Here are the 7 languages (including English) you should absolutely consider localizing your game into.
The X-Ray Engine is a game engine, used in the S.T.A.L.K.E.R. game series. Its code was made public in September 16 2014, and since then, STALKER fans continue its development. A large project size, and a huge number of bugs in the games, gives us a wonderful chance to show what PVS-Studio is capable of.
The Hololens is an amazing device capable of many things. Oddly enough, it is not equipped with a GPS Sensor. This article demonstrates a technique for pairing your GPS capable smart phone to the Hololens using Bluetooth LE signals.
There are many resources online about working with Source Control and Mercurial, but few focus on more intermediate tips and working teaching good practices and shortcuts. This is my comprehensive tutorial giving you all my best tips and tricks when working with Hg, with some focus on game development environment.
When I started in game design I read a lot of theory and really lacked tangible examples to ground my knowledge into. Today, I give you a brief look at what elegance means by actually creating a full-fledged example to help aspiring designers.
Gaming is one of the few truly global industries, filled with passionate fans (like us) who really care about their favorite titles. Which means simply doing localization isn’t enough. You have to nail it.
Procedural modeling is gaining momentum in the games industry as it allows to reduce time and costs in content generation. This article discusses shape grammars for generating buildings with some theory and provides some pointers on how to implement a procedural modeling system based on shape grammars.
Indie developers are mostly brilliant when it comes to constructing their game but when release time comes many are often left with the question: “How do I get people to notice my game?” There really is no secret. The ones that find the most success are usually the ones with the best presentation and marketing alongside a solid core gameplay experience. Here are a few tips on how to get your ga...
A brief description of the lighting system of the Kepler22 game.Kepler22 is an open world game with mixed indoor / outdoor environment and full dynamic lighting which runs smoothly even on the older ios devices. This was possible thanks to some unusual tecniques...
light id map
shadow intensity map
This article explores the creation of a data container for game programming. This container is meant to take the place of C++ standard library containers such as std::map and std::unordered_map, with an alternative that stores data contiguously in memory.
A look in to a useful pattern for serializing data which separates the serialization process from the resulting data. This pattern is very similar to boost serialization without the boost dependencies and templates. It is also easy to understand and expandable as needed.
We all know that smart pointers are really nice things and we should be using them instead of raw new and delete. But what if deleting a pointer is not only the thing we need to call before the object is fully destroyed?
In May 2016, German game-development company Crytek made a decision to upload the source code of their game engine CryEngine V to Github. This article gives an overview of errors found in the project by PVS-Studio static analyzer.
Physically-based rendering (PBR) is increasing in popularity and with its vast range of benefits, it is no wonder why. Artists can now remove the guesswork around authoring surface attributes and set up a material once, then reuse it throughout game development, freeing up more time to focus on the more creative aspects of asset creation.
physically based rend
Eric Chou provides a very detailed, academic analysis of key problems he has encountered as a Producer for Tiberium Secrets, including potential solutions and an interview with SME: Louis Castle, co-founder of Westwood Studios.
Real Time Strategy
Command and conquer
virtual team managment
Command & Conquer
This post gives a brief overview of how Kongregate uses Locust.io to perform distributed load testing of our infrastructure on AWS. It explains how we defined and ran our tests, along with covering some common pitfalls that we encountered along the way.