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Frustum Culling

Category: General Programming

By Anatoliy Gerlits

What Languages to Localize Your Steam Game Into?

Category: Production and Management

By Damien Yoccoz

The Travel Ban and Your Studio: What You Can and Can’t Do to Protect Your Employees

Category: Business and Law

By Mona Ibrahim

Composing Adaptive Music (Non-linear)

Category: Music and Sound

By Caleb Sandoval

How to implement save/load functionality for games with levels

Category: Game Programming

By Petar Bajic




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Frustum Culling

Feb 17 2017 10:31 AM | Posted By Anatoliy Gerlits in General Programming
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

Tagged With:  Frustum culling  AABB  OBB  SSE  Multithreaded Program  GPU culling 
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What Languages to Localize Your Steam Game Into? UNDER REVIEW

Feb 16 2017 05:42 PM | Posted By Damien Yoccoz in Production and Management
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.

Tagged With:  localization  marketing  steam  game localization  language 
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The Travel Ban and Your Studio: What You Can and Can’t Do to Protect Your Employees

Feb 06 2017 02:49 PM | Posted By Mona Ibrahim in Business and Law
Guidance for your studio or dev team concerning the recent travel ban.

Tagged With:  Muslim ban  business  legal  immigration 
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Composing Adaptive Music (Non-linear) UNDER REVIEW

Feb 02 2017 05:33 AM | Posted By Caleb Sandoval in Music and Sound
Learn to compose adaptive music for live gameplay!

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How to implement save/load functionality for games with levels UNDER REVIEW

Jan 31 2017 03:46 AM | Posted By Petar Bajic in Game Programming
Only simple games lack Save/Load functionality. Real games must have this. Read on to equip yourselves for the upcoming storm!

Tagged With:  game  save  load  levels 
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20 Best Unity Tips and Tricks for Game Developers UNDER REVIEW

Jan 26 2017 04:39 AM | Posted By Damian Wolf in Game Programming
Game developers can use Unity to create any type of game imaginable, from world-class RPG games to the most popular augmented reality game, Pokémon Go.

Tagged With:  unity  unity tricks  unity webdev 
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Rapid Prototyping Tip: Defining data as code files

Jan 25 2017 05:18 AM | Posted By Jakub Kasztalski in Game Programming
When you're trying to churn out a game fast, it might make more sense to define your items, texts or conversation in code files. Here's how to do it, an example from my current project.

Tagged With:  prototyping  rapid prototyping  design  data  data structures  coding 
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Anomalies in X-Ray Engine UNDER REVIEW

Jan 22 2017 04:30 PM | Posted By Pavel Belikov in Game Programming
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.

Tagged With:  programming  cpp  x-ray  open source  bugs  gamedev 
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GPS on the Microsoft Hololens

Jan 18 2017 04:08 AM | Posted By Damian Oslebo in Virtual and Augmented Reality
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.

Tagged With:  Hololens  AR  GPS  Bluetooth  unity 
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Intermediate Advanced Mercurial DVCS (Hg) tips UNDER REVIEW

Jan 18 2017 02:51 AM | Posted By Gru (Ennoble Studios) in APIs and Tools
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.

Tagged With:  Mercurial  Hg  mercurial  hg 
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Elegant Design: An Applied Example UNDER REVIEW

Jan 12 2017 02:10 AM | Posted By Michel Mony in Game Design
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.

Tagged With:  design 
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Advertising Your Game – Playing fairly when it comes to sponsored reviews UNDER REVIEW

Jan 05 2017 09:21 AM | Posted By Thomas Coe in Business and Law
A look at UK disclosure law for game developers using YouTube influencers to promote their games.

Tagged With:  advertising  law  legal  youtube  marketing 
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Top 5 Most Expensive Game Localization Mistakes

Dec 27 2016 10:54 AM | Posted By Damien Yoccoz in Production and Management
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.

Tagged With:  localization  marketing  google play  game description  marketplace  game localization  app localization  culturalization 
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Procedural Modeling of Buildings with Shape Grammars UNDER REVIEW

Dec 15 2016 10:03 AM | Posted By Diego António Rodrigues de Jesus in APIs and Tools
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.

Tagged With:  Procedural Modeling  Buildings  Shape Grammars 
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Advantages of HTML5 in Advergaming UNDER REVIEW

Dec 02 2016 07:30 PM | Posted By Jose Maria Martinez, 'Hafo' in Production and Management
Advergaming is a resource used repeatedly for those target markets that identify with video games. We explain the advantages of using HTML5 for developing advergames.

Tagged With:  advergames  advergaming  html5  advergame  campaign  marketing  advantages 
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GameDev Protips: 5 Basic Yet Highly Effective Marketing Strategies UNDER REVIEW

Nov 08 2016 01:43 PM | Posted By Daniel Doan in Production and Management
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...

Tagged With:  gamedev  indiedev  marketing  gamedesign  gamedevelopment 
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Discussing Errors in Unity3D's Open-Source Components UNDER REVIEW

Oct 20 2016 09:20 AM | Posted By Ivan Kishchenko in Game Programming
In this article, we will try to find bugs and typos in the Unity open source components with the help of PVS-Studio static analyzer.

Tagged With:  Unity3D  gamedev  csharp  opensource  programming  games 
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Automata, Virtual Machines and Compilers - Part 2 UNDER REVIEW

Oct 07 2016 12:42 PM | Posted By Vilem Otte in General Programming
This article discusses how to handle local variables in a compiler and interpreted language.Full source example of compiler and virtual machine are included.

Tagged With:  C++  Scripting  Automata  Compilers  Interpreter  VM 
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Shadows and light on Kepler 22

Sep 22 2016 01:38 PM | Posted By Maurizio De Girolami in Graphics Programming and Theory
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...

Tagged With:  shadows  lighting  mobile  light id map  shadow intensity map  power vr  deferred 
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Game Engine Containers - handle_map

Sep 14 2016 06:27 PM | Posted By Jeff Kiah in General Programming
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.

Tagged With:  C++11  Data Oriented Design 
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Pupping - a method for serializing data

Aug 30 2016 07:26 PM | Posted By Daniel Randle in Game Programming
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.

Tagged With:  c++  serialization 
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Five and a Half Steps to Efficient Meetings

Aug 16 2016 03:25 PM | Posted By Dominik Berner in Production and Management
How to go about planning and running successful meetings

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Custom Deleters for C++ Smart Pointers UNDER REVIEW

Aug 15 2016 06:02 PM | Posted By Bartlomiej Filipek in General Programming
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?

Tagged With:  c++ 
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Long-Awaited Check of CryEngine V

Aug 11 2016 10:59 AM | Posted By Svyatoslav Razmyslov in Game Programming
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.

Tagged With:  programming  opensource  crytek  cryengine  gamedev  cpp 
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Troubleshooting Physically-Based Content

Aug 02 2016 05:52 PM | Posted By Alex Mercer in Visual Arts
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.

Tagged With:  global illumination  PBR  rendering  enlighten  physically based rend 
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Industry Producer Interview Project: Game Development Team Problems Analysis (Part 2) UNDER REVIEW

Jul 18 2016 08:54 AM | Posted By Eric Chou in Production and Management
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.

Tagged With:  producer  management  HR  human resources  production  Louis Castle  Modding  RTS  Real Time Strategy  Command and conquer  virtual team managment  team structure  online meetings  Command & Conquer 
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Designing a Mobile Game Technology Stack

Jul 07 2016 02:34 PM | Posted By Ruud van Falier in Mobile Development
A look at the technology stack designed by Rumar Gaming that allows rapid release of new games without worrying about non-gameplay functionality, databases or API hosting.

Tagged With:  mobile  api  cloud  xamarin  aws  cross-platform 
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Load Testing with Locust.io UNDER REVIEW

Jun 21 2016 08:00 AM | Posted By Ben Vinson in Game Programming
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.

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Shadow Map Silhouette Revectorization (SMSR)

Jun 15 2016 04:34 AM | Posted By Vladimir Bondarev in Graphics Programming and Theory
SMSR is MLAA based post-processing algorithm which aims to revectorize low res shadow maps.

Tagged With:  CG  Shader  Anti-Aliasing  Shadow Mapping  Post Processing 
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Vulkan 101 Tutorial

Jun 12 2016 04:23 AM | Posted By José Henriques in OpenGL and Vulkan
From WinMain to triangle on the screen.

Tagged With:  Vulkan  Tutorial  C/C++  Win32