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.
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.
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.
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.
In this article I discuss the pros and cons of using procedural generation (ProcGen). This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do.
The first-person shooter 'Serious Sam' celebrated its release anniversary on March, 2016. In honor of this, the game developers form the Croatian company Croteam decided to open the source code for the game engine, Serious Engine 1 v.1.10. I have decided to participate in the code improvement, and wrote an article reviewing the bugs that were found by PVS-Studio analyzer.
There are a couple big caveats of PIMPL, and that's of course that you need to do dynamic memory allocation and suffer a level of pointer indirection, plus write a whole bunch of boilerplate! In this article I will propose something similar to PIMPL that does not require this sacrifice, and has (probably) no run time overhead compared to using standard private members.
Developing Virtual Reality games is very new. I cover many of the core considerations a new VR developer or designer would need to think about when building a room scale VR experience. I also share many of the tips and tricks I've learned.