Search the Community

Showing results for tags 'C++'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Audio Jobs
  • Business Jobs
  • Game Design Jobs
  • Programming Jobs
  • Visual Arts Jobs

Categories

  • GameDev Unboxed

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
    • For Beginners
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

  • Michael Tanczos.. Gamedev.net code monkey
  • So much for Creativity
  • The nearsighted one cometh
  • Kylotan's Developer Journal
  • Rabbit Droppings
  • The Code Zone Bargain Basement Blog
  • Author, Programmer, Bag of Wind(TM)
  • Journal of Sneftel
  • Strife's Most Excellent Journal
  • Readme.txt
  • Journal of Null and Void
  • Dirty Hacks and Stupid Tricks
  • This is not a blog
  • Continuous Refinement
  • 23yrold3yrold's excessively awesome journal
  • Journal of Tiffany_Smith
  • Journal of The God
  • Journal of void*
  • Journal of UknowsI
  • The Mothership Connection
  • Journal of Sandman
  • Gaiiden's Scroll
  • Journal of LessBread
  • mittentacular
  • Journal of adventuredesign
  • Journal of WitchLord
  • Journal of cone3d
  • Ian's Blog Rants
  • Is this thing on?
  • There is no escape from the Washu
  • /* Why you crying? */
  • Journal #259850
  • Journal of Yann L
  • Fortress of Solitude
  • Insignificant Corner on the Wild Wild Web
  • T. Wade Murphy - Sketchbook
  • Journal of Woodsman
  • Journal of kevmo
  • Not dead...
  • Working late past midnight...
  • Journal of pi_equals_3
  • Adventures in Game Production
  • Journal of Drewish
  • Development, OSS, and pie at work
  • Rarely Spoken
  • evolutional.co.uk
  • Welcome to the bowels of hell
  • Journal of danbrown
  • Journal of __Daedalus__
  • Journal of a Magical Badger
  • The Mad World Of Me
  • Perpetual Alpha
  • Journal of Buzzy
  • The Storytelling Ape
  • Untitled
  • Reminiscence
  • Big Sassy's Ramblings
  • Journal of dthorp
  • Journal of benstr
  • Journal of Prairie
  • The Simplest Thing That Could Possibly Work
  • Journal of eklypse
  • Journal of falkone
  • Let
  • Journal of DarkZoulz
  • 0_o
  • Adagio for GameDev
  • MEY - Archive
  • Journal of Ysaneya
  • A constant battle with time
  • Journal of CoffeeMug
  • Journal of Clash
  • My personal space of thoughts...
  • Journal of Void
  • Journal of xEricx
  • Jorgander's journal
  • Journal of mohaps
  • Journal of SEHenley
  • Journal of EricMeyer
  • A view from the trenches
  • Journal of LorenTapia
  • Incoherent Ramblings of a Madman
  • Journal of _zombie
  • FRIZZLEFRY!
  • Journal of IronWolf
  • Designing: The Game and Its Content
  • Fuzzlr
  • Journal of Deltah
  • Game Development of the Graphics Type
  • Journal of IndyHood
  • Raptor's Den
  • Journal of Scott
  • Journal of NafdahliX
  • Journal of Stoffel
  • Journal of the Digital Hobos
  • J3's Joint
  • The NoMonkey Experience
  • Codex of the Modemancer
  • Journal of Blivvy
  • My Thoughts and Progress
  • Journal of Mulligan
  • Boring banter of a programmer.
  • The mighty journal of Raymondo
  • Journal of Nurgle
  • Journal of Bossk
  • Journal of DJHoy
  • One bastard's rants
  • Reprogramming my brain
  • Building the Sphere, one vertex at a time.
  • Journal of Kraiklyn
  • Journal of MonkeyChuff
  • Journal of jakem3s90
  • Journal of Shred
  • Journal of Erluk
  • Ramblings of a Red Dwarf addict
  • Beginnings of the Wayward Programmer
  • Journal of mattnewport
  • Journal of iNsAn1tY
  • MMO Indie? Can't Be Done
  • Journal of CGameProgrammer
  • Journal of scarmiglion
  • Mmm...soylent green...
  • _luridcortex
  • Journal of SeanHowe
  • Journal of Zophar
  • Journal of glincoln
  • Daedalus Development
  • World of Sshado
  • My GameDev Journal
  • Shell extensions, code design and fluff
  • Deux
  • Eh
  • A Keyboard and the Truth
  • The Unofficial 'Empyrean Gate' Journal
  • Journal of whaleyboy
  • Journal of RobertC
  • Journal of James Trotter
  • The Barracks
  • Untitled
  • Don't Click Here
  • Stupid .NET Tricks
  • Journal of JimboC
  • iosys Research and Development Journal
  • ... And on the 8th day, God created Pouya ...
  • Angry Cuttlefish's Fishtank
  • SteelGolem
  • Journal of onehundred
  • Drakkcon's journal
  • Alexmoura's Journal
  • Journal of thesadjester
  • zdlr's game development journal
  • Destructive Design
  • You are all weirdos.
  • Train of Thought
  • Andy Pandy's Magical Journal of DOOM
  • Any Colour You Like
  • Inane Ravings of a Mad Engineer
  • Adventures In Managed World
  • Compiling...executing...recompiling
  • Journal of codemonster
  • Journalgasm
  • Journal of digisoap
  • So long, Gamedev.
  • Journal of hothead
  • For The Storm! a Tribute to Netstorm :)
  • Journal of Magmai Kai Holmlor
  • Journal of JoeDorson
  • Amazing Journal
  • Journal of John Swidorski
  • Journal of benutne
  • Journal of caffeineaddict
  • Journal of Antonie_Bouman
  • Journal of Thygrrr
  • In Which Christopher Robin Buys Some Cheese
  • The Monkey Digest
  • Jinxed
  • Rixter by Rixter by Rixter by Rixter
  • Journal of Cold_Steel
  • NanoTera
  • Journal of MagicScript
  • Journal of a struggling Student
  • MyJournal.lnk
  • Journal of doomhunk
  • Sir Code Alot's Codex
  • Unbreakable
  • Journal of lethalhamster
  • Brain Drain
  • Journal of uto314
  • Not your journal.
  • Computer food
  • Journal of The Frugal Gourmet
  • Digital Scrawl
  • Journal of ToohrVyk
  • Journal of graveyard filla
  • A look into the mind of TheNobleOne
  • Journal of BioMors
  • "That wasn't dirty dancing, it was Salsa"
  • Brandon N's Journal
  • Journal of HughG
  • DogCity Adventures
  • Programmology
  • Journal of Bluehair_fr
  • Graham's Incessant Ramblings (gwihlidal)
  • noaktree leaves
  • ElJournalo
  • Booleans spiffy development journal
  • Journal of Pants
  • coldacid.dev.journal
  • Simple Foolishness :: Just What I Like
  • Journal of Raduprv
  • Journal of Prozak
  • Dave, The Mystical Workings Of...
  • Journal of kentcb
  • Rhaal's Journal
  • Journal of evillive2
  • mobile chronicles
  • Proverbial Max
  • Codename: Karma Online
  • krez's Amazingly Entertaining and Informative Journal
  • The Re-education of Maik Vidales
  • Ols (Away)
  • Yar
  • Writing Web Games
  • What's going on at TDLGames or TDLSoftware
  • DruinkJournal
  • The Meaning of Nahrix
  • Journal of Obscure
  • Drawing Lightning
  • Metaphorical Journeys of Happenstance
  • Journal of Eddie Hicks
  • Ubertainment
  • DavidRM's GDC Coverage
  • Sande's GDC Blog
  • Journal of KellyM
  • joanusdmentia::journal
  • Stompy's Gamedev Journal
  • How to finish a game in less than ten years
  • The Long Road to Making Games
  • Journal
  • Unhandled Exception
  • Journal of cm2
  • Journal of SanityAssassin
  • The sleeper must awaken... and code some.
  • Devnull's Log o' Geekery
  • markr's complete waste of time
  • Ahhh! I think I'm melting!
  • Journal of MrP
  • rhummer's Journal
  • Journal of CyberSlag5k
  • Journal of scubabbl
  • Journal of BlueDev
  • Journal of chadmeyers
  • Journal of Raisor
  • Journal of Undergamer
  • Journal of Hedos
  • Journal of robpers2003
  • Journal of NeHe
  • Nothing much of interest...
  • The Realm of Trial
  • Starving Programmer - Will code for food!
  • Journal of iduchesne
  • Journal of Kippesoep
  • On the path with a ramblin' man
  • You Gotta Squeeze Every Pixel
  • Lame? Where?!
  • Journey into a 3D World
  • Child of GDNet
  • Journal of finch
  • Journal of Hakiko
  • Journal of Lenox
  • Journal of LastUnicron
  • MrEvil's Journal
  • Journal of evelyn
  • Journal de S'Greth
  • donjonsons thoughts
  • Journal of dotnetted
  • The Tub of Awesome
  • Journal of EnemyBoss
  • Triangular Pixels
  • Radioactive-Software
  • Ubik
  • Journal of wasted_druid
  • Level-Grind Online
  • Journal of adam17
  • Sir Sapo... The Man ... The Legend
  • An Artist's Ramblings
  • Journal of LiyonDR
  • Thoughts from a Wanna Be Producer
  • Independent thoughts of PaulECoyote
  • Journal of Lab-Rat
  • Journal of Revelations
  • Gauntlets of Recursion (+3)
  • Journey to the Ancient Galaxy
  • Random things uavfun thinks are cool
  • NickGeorgia's GameDev Journal
  • Journal of jonpolly99
  • Brutally honest game dev stories
  • Journal of Lacutis
  • Clever Title
  • Beals Software
  • Journal of TheArtifex
  • Journal of Ranger Meldon
  • Journal of Pestilence64
  • Journal of jyk
  • Kudu's GameDev Blog
  • Tech: Arena
  • Journal of skittleo
  • Shiny Journal of Programmingness
  • Journal of LamerGamer
  • Programming. Academics. Life
  • Journal of unazona
  • Journal of CalvinCoder
  • Adventures in 3D
  • Journal of tstrimp
  • Journal of Xiachunyi
  • Journal of QuadMV
  • Neutrally Buoyant in a Sea of Productivity
  • Cypher's Journal
  • Journal of Nomad010
  • Journal of a freak
  • Journal of dcosborn
  • Journal of Nagashi
  • The XNA Struggle
  • Journal of Mrs Kensington
  • Journal of heavygearz
  • J of K
  • Journal of MikeWW
  • Distilled Brilliance
  • Journal of EvDaedalus
  • Journal of WillC
  • Necron00bicon
  • Jemgine
  • Big Trouble In Little Chairtown
  • Satisfaction Guaranteed*
  • Journal of munKiecs
  • NetSim: A Hacking Simulator
  • Almost Lackadasical Gamedev
  • Journal of cppgirl
  • Journal of PennstateLion
  • Journal of sathenzar
  • Journal of Trading Route
  • Journal of RingTek
  • Journal of Aiursrage2k
  • Journal of Kalidor
  • The Bag of Holding
  • Journal of Sages
  • Journal of fur (p2pmud project)
  • Journal of Landsknecht
  • Joshua Pilkington's Journal
  • Journal of JoriathLionfort
  • Maddox's Best Friend
  • Primal Damage
  • The Rambloring of Beldamir
  • #ifdef TRAPPER_ZOID
  • Journal of IronGryphon
  • 1000 Monkeys
  • Horror Stories of RanBlade
  • UberFantasticoSuperJournalRahr!
  • Ascending the Lift Hill of Life
  • shilblog
  • "Another genius foiled by an incapable assistant."
  • Exploring infinity
  • Journal of meix
  • Journal of Impeller Head Games
  • The scriblings of Samsonite 2007 AD.
  • Kazade's GDNet Life
  • SteevR's Deadly Development Mistakes
  • IBTL
  • The Moonpod Insider
  • Journal
  • I update. You read. Ok?
  • Journal of pink_daisy
  • In The Beginning
  • We stumble at noonday as in the dark.
  • Journal of Zipster
  • Journal of fearghaill
  • Evolve Games
  • No ninjas here, no really they are over there.
  • Journal of Caitlin
  • Journal of _winterdyne_
  • Journal of PreditorX0789
  • Journal of TyroWorks
  • Journal of AfroFire
  • The Whine Cellar
  • Journal of bargasteh
  • Journal of LilBudyWizer
  • Journal of CTar
  • Journal of furin121
  • Journal of Khaos Dragon
  • Untitled
  • Sheridan's adventures in random nonsense.
  • Nitrous Butterfly Developer Journal
  • Journal of Mephs
  • Journal of Nuget5555
  • Journal of xaver
  • Journal of Fahrenheit451
  • Captaiz Z
  • Journal of nts
  • Journal of rodgaskins
  • Chronicles of the Hieroglyph
  • Journal of Kuro
  • The Life of Corman
  • Journal of Kria Krabbit
  • Abwood's Coding Notes
  • extralongjournal
  • A love story: Me and my 2D engine.
  • Journal of sBibi
  • Journal of necreia
  • Dzz's Journal
  • Journal of Jervin
  • The journal of rpg_code_master
  • 2D Game Development with a splash of Mumbo Jumbo
  • Journal of Mordt
  • Journal of paradoxnj
  • The Wayward Druid
  • Journal of Tera_Dragon
  • darkpanda's awakening
  • Journal of Downer
  • Journal of RageHard
  • Journal of TommyA
  • Journal of kylecrass
  • Destination: Failure
  • Ye Olde Ramblings
  • Journal of Johnny Casil
  • Journal of C J W
  • Krizo
  • Journal of Zao
  • Journal of socrates200X
  • Journal of chapmast
  • Journal of rjhcomputers
  • The Broken Mind
  • Journal of ebner-wilson
  • Journal of SKREAMZ
  • Journal of astralvoid
  • Graphics is gooder and stuff
  • Journal of Talonius
  • Explicity undeclared yet implicitly defined ramble
  • UofU Team Journal
  • Journal of thedott
  • I am a duck
  • Delusions of Grandeur
  • Journal of kirkd
  • Exploration of pie and caek
  • Journal of slowpid
  • It's a hobby.
  • Subverting C++
  • Journal of Dreddnafious Maelstrom
  • Journal of marmin
  • Monkey Land
  • Dev. Blog of Empire Productions
  • Wiiiiiiiiiiiiiiiiiiiiiiiii!!
  • Slow progress
  • Journal of trailervoice
  • Illusive Studios
  • Journal of MindWipe
  • Journal of kmccusker
  • Ramblings of a partialy sane programmer
  • My Game programming journey
  • Adventures in Text-mode
  • Better Together
  • Journal of Kyle N
  • Journal of Genesis : Origins
  • NO
  • Project Kingstone
  • Brainfold
  • Journal of darkzim
  • Journal of jkielpinski
  • Dovyman's Journal
  • Journal of Goober King
  • Adventure Owns You
  • Journal of Sentientv2
  • Journal of mistermecha
  • Journal of sipickles
  • Prodigious
  • Bradley Sward - Small Game Projects
  • El Nino Games
  • Journal of Trefall
  • Tesseract's Game Development Journal
  • Mark the Artist Fights the Future
  • PumpkinPieman's Journal.
  • Get back to work!
  • Journal of Kevinator
  • Journal of Charles Thomas
  • Journal of erwincoumans
  • Journal of Michael Nischt
  • Journal of ukdm
  • Journal of Andrew Fults
  • Level editor in the works
  • Good Enough?.... Never!
  • Wijnand's Game Journal
  • Odorless Entertainment
  • Journal of blimey
  • Milkshake's Dev Diary
  • Journal of dist0rted
  • Journal of -JetSirus-
  • Bandit Revolvers: Championship Edition!
  • Journal of the enemy
  • Journal of soconne
  • Journal of valles
  • Journal of Aardvajk
  • Frog Blog
  • Journal of GreenGiant
  • Journal of ArNy
  • Developing Firebox
  • Journal of John_23
  • Journal of Luminous
  • Journal of CloudNine
  • The Enigma Code
  • bricklayer developers: Fountaindale
  • Journal of The_Neverending_Loop
  • Abort Button Software
  • Journal of Xrystal
  • Journal of Stuart Y
  • Journal of Jesse_P
  • H3O + U-235
  • Journal of a Shaven Ape
  • metaverses
  • Journal of C0D3Name
  • Journal of binaryguy
  • Journal of a wannabe game programmer
  • Journal of Fortia
  • Journal of dracan
  • Journal of boto
  • iLiNX
  • Journal of a undecided
  • Journal of cwestbrook20
  • Yet Another Game Maker
  • Journal of smc
  • The Journal of Thraed, Shadow of Fahrenguard
  • Journal of webjeff
  • Journal of phantom-soft
  • The Wild West of Programming
  • Journal of tribalKris
  • shadowcomplex's stuffs
  • Journal of IceSynth
  • Journal of Tesl
  • Surreal Sensations
  • Journal of AlexLoren
  • Journal of Ronnie Howell
  • Indisputable Tales of Interest
  • Journal of KGodwin - Newbie Game Dev
  • Wills' Wishes
  • Journal of miminawewe
  • Journal of DavidNeal
  • soggyfries
  • Journal of Tallitus
  • Promit's Ventspace
  • Journal of FunLogic
  • Journal of cheops2007
  • Journal of Sensei Maku
  • A Developer's Dream
  • Journal of VanillaSnake21
  • The ballad of a n00b
  • Journal of mattdev
  • Your company name here
  • The Richest Beggar in the World
  • Synbios128's Journal
  • Journal of AnthonyN1974
  • Journal of acappella
  • Journal of deerslyr1
  • Journal of Dragoro
  • Journal of Damon501
  • This Is My Story
  • Evil Stick Man in Evil Stick Land
  • Journal of noNchaoTic
  • Journal of Journaling
  • Phyletic gradualism
  • Fallen, oh dear :
  • The Byproduct of Facts and Fiction
  • Journal of Adam Hamilton
  • WISP
  • The Lion amongst the code
  • Abliss Gamedev
  • Once a Bird
  • Yeah
  • Journal of ShaneHeres
  • Orbital Fan's game development journal
  • Journal of VikingDK
  • Journal of zedz
  • Kiryn's Development
  • Defeating procrastination one post at a time!
  • Journal of HeftiSchlumpf
  • Journal of Scint
  • Journal of MattWhite06
  • Journal of Funkymunky
  • Under a ShadowyTree
  • Frogames adventures
  • Journal of Treesong
  • Brandogon's Journal
  • Alaklin's workshop
  • The never-ending story...
  • Journal of GreenToad
  • Journal of TiredofSleep
  • CAN Games Development Journal
  • What is Interactive Art?
  • Verg-o-nomics
  • Excursions into the Unknown
  • My Epiphany
  • Brain spasm
  • Brian Hoffer's Journal
  • BrokenThorn Entertainment
  • Journal of terry_burns85
  • Old code never dies, it just fades away
  • Journal of ChrisE
  • Journal of ShadowRancher
  • Journal of Dark Matter
  • Journal of mikalar
  • Journal of Moss
  • The Mystic work of Chad
  • Jason's journal
  • UserJP's Journal of Doom +4 ( Imbued with Fire )
  • Quanta's Journal
  • Journal of InnocuousFox
  • JasonP Works It
  • Every Semicolon
  • Data Spire
  • Blue stain
  • Journal of hashin
  • Journal of s3r1n
  • IndieZen Developers Journal
  • OddGames development journal
  • Journal of rvdwerf
  • Memoirs of a Graphics Engine
  • Journal of DraconisRavenix
  • Journal of dbaumgart
  • Journal of Nytegard
  • Archipelago
  • The truth between the lies
  • Journal of kornman00
  • Journal of EvanWeeks
  • Journal of _ArmuT_
  • Journal of stenol26
  • Journal of Besome Games
  • Journal of Palish
  • Journal of binchawpz
  • Magpie
  • MJP's Last Stand
  • Journal of theOneAwaited
  • Journal of EliteCoder
  • Journal of Pluvious
  • Journal of Veslefrikk
  • Journal of Vyper_uk
  • Journal of ExcessNeo
  • Mammal Games
  • Journal of Rascal
  • Laura's Game Journal
  • Robot, Ninja, Pirate, Monkey
  • Journal of Synthros
  • Journal of PsychoPumpkin
  • Rex of the Arx
  • Leandro's endeavours on managed code land
  • Journal of Moore452
  • Chronic Procrastination
  • Journal of Lode
  • Z Axis Games
  • Frisson
  • Journal of +1Games
  • Journal of kapilkapre
  • Journal of Taharez
  • Journal of xtBones
  • Journal of tinac2008
  • Life in the cereal box....
  • Journal of SilentSiren
  • Omegaice's Dev Journal
  • MMORPG Development
  • Journal of NowSayPillow
  • Pixelante
  • nerd_boy's journal
  • Journal of Remus Turcuman
  • The Log: Cloud Ocean
  • Journal of Jaap1978
  • Journal of Mak
  • Journal of lucius
  • Don't forget, it's supposed to be fun!
  • Journal of DarkPsychosis
  • Journal of rolkA
  • Journal of Sastrugi
  • Journal of 4fingers
  • Journal of nsmadsen
  • Just Glad to Be Here
  • Journal of MS Larsen
  • Ep's tool-dev diary
  • lightassassin.log
  • Journal of 2disbetter
  • Crawling with ideas
  • Journal of nightwreath
  • IfThen Software
  • Academia
  • Journal of ID Merlin
  • Journal of digitalerr0r
  • Journal of Hi Speed
  • Journal of Anexa85
  • Journal of ZootSuitGames
  • Journal of jrmcv
  • Journal of Earthania
  • Journal of Lethargic Programmers
  • The Adventures of a Universal Traveller
  • Merry Prankster Games
  • Journal of caldiar
  • Journal of Darkrider0318
  • Journal of davepermen
  • Journal of Encicra
  • Software Renderer in 28 days
  • Journal of DrSizzla
  • Journal of brainstyler
  • Journal of linternet
  • Journal of matt_j
  • Untitled
  • Journal of m3sh
  • My Newbie GD Journal
  • Journal of smr
  • Drew_Benton
  • Journal of FeverGames
  • Windows [Phone | 8] musings
  • Journal of popcorn
  • Journal of gytha
  • Isolate Development
  • Journal of MrCpaw
  • The Pixel Ocean
  • Journal of Zubski
  • Journal of inferno82
  • Journal of mikeman
  • Starting Thoughts
  • Journal of stimarco
  • dwn
  • Tachyon Wars
  • Journal of AndrewA
  • Journal of rip-off
  • Treehouse Gaming
  • Journal of Tom
  • Journal of rohde
  • Journal of wicked357
  • Journal of Roo Avery
  • Journal of Tower City
  • Journal of geekster
  • Graphics Engine Development
  • Journal of hGonzalez
  • Journal of Caste
  • Skipping a D
  • Journal of Matt328
  • Elucidation
  • Battlefield simulation engine
  • Journal of AEdmonds
  • DudeMiester Speaks!
  • Technical Artistry
  • Journal of Exide
  • Mason's Journal
  • istar's Game Life
  • The Greatest Development Journal Ever Written
  • A Traveller's Tale
  • Journal of foursticksj
  • Robot University -- a 2D DirectX Puzzle
  • Journal of KnivesAldren
  • Journal of jerrywilkins
  • Tales from the Veggie Patch
  • Journal of jnbutler
  • Lonely Hearts Club
  • Journal of Rakshasa
  • Journal of OmegaDog
  • Journal of Machaira
  • Journal of damix911
  • Journal of Richard Geslot
  • Dark Horse Software
  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
  • Journal of ThomasBelgium
  • Wavesonics Pseudo-Random Journal Generator
  • Yckx's GameDev Journal
  • Tales of Ozak
  • Journal of nes8bit
  • Journal of bgund001
  • tinyrocket
  • Think Small
  • The YAR Project
  • Journal of Christopher Loyd
  • Journal of Vanderry
  • Journal of Ariste
  • Journal of namar777
  • Feathers and Code
  • Journal of Mussi
  • Dans Journal
  • Journal of Drakonite
  • Wilhelm's Journal
  • Journal of Laval B
  • Journal of Sybalos
  • Journal of dx elliot
  • True, False, Maybe
  • Journal of dragongame
  • Journal of ManuelMarino
  • Journal of wpalmer
  • Journal of KezraPlanes
  • ProgrammerMattC's Journal
  • Journal of reversinguy
  • Rants Etc.
  • Journal of daveodonoghue
  • Journal of Lunarjax
  • Journal of ShabbaStoney
  • Journal of Dwarf King
  • Journal of Lee Stripp
  • Rendering Systems
  • My C++ Journey
  • Journal of LarryWP
  • Journal of Daivuk
  • Journal of spacemoses
  • Journal of Sam Hagelund
  • #!/Bin/Bash-ObsidianBlk
  • etodd makes games
  • liger13's Blog
  • zer0wolf's Blog
  • davepermen's Blog
  • SageKri's Blog
  • Neutrix's Blog
  • speciesUnknown's Blog
  • FAR Colony's Blog
  • megamoscha's Blog
  • In the year 4016...
  • Lightning Engine
  • kiwibonga's Blog
  • Revenge of a Buzz Saw
  • InvalidPointer's Internets Rambling
  • KulSeran's Blog
  • Drilian's House of Game Development
  • alfith's
  • Ravyne's Blog of Blogs
  • cowsarenotevil's Blog
  • AndrewBC's Blog
  • JoeDev
  • Uncertanities, pitfalls and lesssons
  • martin_bfg10k's Blog
  • ScottsCreations' Blog
  • The Journal Of Luckless
  • Pixel ? Tile ? World
  • Fastcall's Development Blog
  • Blog 3.0
  • owl's Blog
  • dwarfsoft [GPA]
  • Seaßourne's Blog
  • mytre's Blog
  • Kevin's Blog
  • Gaetano Lenoci GameDev Blog
  • chench's Blog
  • fcoelho's Blog
  • Shozan's Quest
  • A Zombie Wedding
  • TheHinch
  • Dev Notes
  • kseh's blog
  • MichaelT's Blog
  • Mastrgamr's Blog
  • Life in Code
  • Mental(FrameRate)
  • The Animal Farm GameDev Blog
  • brslocum's Blog
  • Lost in the Catacombs of Game Development
  • LambdaRogue Development Blog
  • In the Shade
  • Moe's Blog
  • (O_o)
  • Blog
  • Scourage's Blog
  • Tocs' Blog
  • Ezbez's Blog
  • Liheike's Blog
  • Blendium's Blog
  • Madhed's Blog
  • Out Of The Ashes
  • stonemetal's Blog
  • Lords of Midnight Development
  • MarcotteR's Adventures in Research and Development
  • Coding in the Fast Lane
  • Lavinski's Blog
  • Leadwerks Developer Blog
  • MaskedAvenger's Blog
  • XXChester's Blog
  • Just Let It Trickle
  • assainator's Blog
  • Okiedoke!
  • HzerDown's Blog
  • Random Rantings
  • diablos_blade's Blog
  • Airy's Blog
  • HydroxicAcid
  • Igroman's Blog
  • Imgelling's Blog
  • px's cleverly named blog
  • JamesPenny's Blog
  • LogicalError's Blog
  • Splinter of Chaos' Blog
  • The Game Prodigy - GameDev.net Edition
  • Retronator
  • Rulers of the Known Universe
  • Exiled Dimension
  • Katerina's Blog
  • kasonerap's Blog
  • Crage Games' Blog
  • Mastering MMORPG3
  • Emotion Rays DevBlog
  • Adam Omega
  • The duckpond
  • Cross Mobile Gaming
  • Henry Prescott's Portfolio
  • 15 minutes of fame and an eternity of shame
  • Kristof's Game Dev Blog
  • wakahana's Blog
  • sdaq overflow
  • Kimmi's developer blog
  • Lightning Bolt Games
  • Tutorials By Andy Esser
  • BulletOtaku Games Journal
  • Eclision Programming Team
  • New Old Things
  • They don't teach this stuff in school
  • Glow engine Journal
  • Drennen's Journal
  • Jake's Journal
  • A non-programmer's programs
  • Hexagon's Journal
  • Mobeen's Journal
  • EndersGames' Journal
  • Minastas Games
  • Ali Akbar's Journal
  • Butabee's Journal
  • Dragon's Nest
  • Stop playing, start coding!
  • G-Truc Creation
  • Ninja GD
  • Slav2's Journal
  • NickyB's Journal
  • Jastiv's Journal
  • PARPG development blog
  • Romnia007's Journal
  • rachoac's Journal
  • Product Review Blog
  • developing gordebak
  • AciDGraphit3's Journal
  • SFAgent24 Developer Journal
  • Milcho's Journal
  • MikeTacular's Journal
  • The Start and Journey of Sound Creation
  • GDC 2011
  • Hypnotron's Saga
  • glaeken's Journal
  • Robot Ramblings
  • vicviper's Journal
  • jMonkey Business
  • Project Simplicity
  • alphablackzer0's Journal
  • gasto's Journal
  • InfectiousGames Brand NEW journal!!
  • GuardStar's Journal
  • MysteryMeat's Journal
  • deks' Journal
  • T-JAM Studios Journal
  • sk84z's Journal
  • Dace's Journal
  • Adrenaline's First Huge Project
  • Digivance Game Studios
  • Tomasz Dabrowski's Journal
  • Jacobean's Journal
  • Quiet Ponderation
  • Peter Vaughn's Journal
  • J-Snake's Journal
  • nomura's Journal
  • Opt7ons' Journal
  • gharen2's Journal
  • SymphonyOfDream's Journal
  • standingguy's Journal
  • ArtyjayStudios: A fistful of fail.
  • 3D BYTE Technology Blog
  • Aeroflot's Journal
  • Michael J Pierce
  • Datahammer dev blog
  • Bullet Points
  • Sappharos' Journal
  • Pendragon274's Journal
  • Daniel E's Journal
  • From Nothing to Everything
  • ballerplaya's Game Dev Blog
  • Twisted Shield Interactive
  • Menopia's Journal
  • The Legends of racoiaws
  • Andrew Kabakwu's Journal
  • BlueGlutton's Journal
  • StudioZx Journal
  • Lucas Daltro's Journal
  • zerothrillz's Journal
  • GameDev.net Staff Journal Old
  • Matthew Wood's Journal
  • RedPin's Game Jorunal
  • DeeMOONger's Journal
  • Locke's Game Dev
  • Lloyent's Journal
  • Wildlander's development blog
  • AmzBee's Journal
  • Kaushik's Journal
  • Shawn Hargreaves' Blog
  • Xerron's Journal
  • Mario Cavett's Journal
  • BauAir Studios
  • Jacob Gardner's Journal
  • TiagoCosta's Journal
  • Cypharr's Journal
  • loveworld99's Journal
  • Songbird's Journal
  • Oddbird Games
  • IsNe's Programming Journal
  • Firework Factory Development Journal
  • TheLogster's Journal
  • Little Coding Fox's Journal Of Exotic Adventures
  • Hexagon2D
  • TKE Super Dave's Journal
  • andi's Journal
  • Tim Sarbin's Open Wars Journal
  • Jaye's Journal
  • Vermaelen's Journal
  • The 'Massive' Project
  • Marek A. Krzeminski, MASc
  • The Road Less Traveled
  • Inclemency Studios Log
  • Short-Story about Meteora(My dev team)
  • Fox89's Journal
  • Trivigy's Journal
  • FetDaniel's Journal
  • Browser based RTS in the making
  • MortenB's Journal
  • LastContract
  • Developer Quest: Journey of Hope
  • Mayatrone's Journal
  • Vaguely In Focus
  • Starting up as a new company
  • __Homer__'s Journal
  • Sketching the Surface
  • Fubar the game - Developers Journal
  • StephanieRct's Journal
  • daver64's Journal
  • Mozly's Journal
  • Venfer's Riddle RPG/Puzzle game devjour
  • The AdaptivElite Developer's Journal
  • resell4's Journal
  • 2pacfarrar's Journal
  • Karim Kenawy's Journal
  • bandicootzcrib's Journal
  • grandiz3r's final gaming assault
  • ElementCy's Journal
  • Shadows, instruments and ohh my
  • Rattrap's Journal
  • XDaWNeDX's Journal
  • Eliad Moshe's Journal
  • ChugginWindex's Journal
  • Slyxsith's Journal
  • MutedVision
  • r1ckparker's Journal
  • ashkan_203's Journal
  • Project: CharWars
  • luckeytree's Journal
  • Journal of Suspense
  • PREDATOR_UK's Journal
  • Walking Towards The Sun
  • Trucking on
  • Zeypher Rise to Power
  • Keeping up with yesterday
  • vibrunazo's Journal
  • tangentstar's Journal
  • Accountability Journal
  • carlosx's Journal
  • EtherFields' Journal
  • mobilus' Journal
  • AnotherGS' Blog
  • Web by Day, Games by Night.
  • void* journal
  • N.O.W.
  • sosa's Journal
  • Cam's DevLog
  • Disciple of Jonato
  • StarDust DevLog
  • Paradigma11's Journal
  • GSoC '11 - Mono Runtime
  • D Bits
  • The Design Conundrum
  • DrTorte's Journal
  • Mobile RPG
  • 5MinuteGaming's Journal
  • KingofSwing94's Journal
  • Arc Fusion Games' Journal
  • ebontide's Journal
  • Yang G's Journal
  • Arcade Zombies
  • Xaviarrob's Journal
  • Stepping into demons lair
  • Rodimus and Unity
  • Linkfan88's block world journal
  • MeowMeow's Journal
  • A shooter game for all ages
  • The Failure Epiphany
  • Bregma's Persistent World
  • Nik02's Journal
  • lask1's Journal
  • Vic's Journal
  • sketckasketch's Journal
  • Last Engine
  • nife
  • Booniverse
  • Muzz5's Insane Witterings
  • Joe Storm's Journal
  • Switchblade_77's Journal
  • Eiffel's Journal
  • Graphics & Games... or the other way around
  • phara0h's Journal
  • IggyT's Journal
  • ElusiveCoder's Journal
  • Thoughts and Opinions
  • scout113's Journal
  • notyourbuddy's Journal
  • MERKB's Journal
  • Mr Moose's Journal
  • AAKN's Journal
  • TheEvilMuffinator's Epic Adventure
  • Cat Scratchings
  • FreeStejler's Journal
  • Gerónimo Garcia, a game developer
  • zacaj.devlog
  • TC's Journal
  • Luc the Whiny Wind Boy's Journal
  • Tactical Recon Dev Journal
  • OmensDev's Journal
  • OMG NUB!
  • Irvin's Journal
  • ZSG Development Journal
  • MrCodeSushi - Raw and Tasty Code!
  • bls61793's Journal
  • 3D Models for Games
  • T e c h l o r d's Journal
  • Santisan's Journal
  • ZenithSal's Journal
  • Reflections of a Mindless Individual
  • Polar's Journal
  • RetLee's Journal
  • Journey To Hammerdale Devlogs
  • BigDaveDev's Journal
  • bugbuster77's Journal
  • Survivor Game Journal
  • GoofProg.F's Journal
  • gash's Journal
  • Ghavami
  • blltdgr's Journal
  • marcelomp's Journal
  • ZARS Dev Journal
  • Joe P's Journal
  • Discouraged Programmer
  • Real Time RayTracing and implicit modeling
  • Space Exploration/Action RPG hybrid reliant on UGC
  • Random Developments
  • The Newbie Chronicles
  • Mark's Journal
  • DeXmas' Journal
  • Betable's Journal
  • parowoz's Journal
  • Topblast_'s Journal
  • CopperpotQ's Journal
  • japro's journal
  • Merlin3D Development Journal
  • SuperMaximo93's game development
  • Hect
  • Alberta online
  • DIEVOLUTION DevBlog
  • vodku's Journal
  • Codinguy's Journal
  • One man show
  • frang75's Journal
  • Calculemus's Journal
  • ConorJH's Journal
  • DaedalusK71's Journal
  • undead's programming corner
  • SubgateUniverseDevLog
  • Maciekp's Journal
  • Truxton's Journey into Game Development
  • -=cmaster.matso=-'s Journal
  • Not enought samples
  • Eigen's Journal
  • After Hours - and Then Some
  • Dylan's Journal
  • MelKay's Journal
  • Starpires - Space Strategy
  • StormJournal
  • QuestLore devblog
  • Journal of the Mini-Engine (ME)
  • Gl_Terminator's Journal
  • Terminal 0.1 Log 03
  • Odiee's Journal
  • Noisecrime's Journal
  • IMPACT Engine Development Blog
  • asm0day's Journal
  • YodamanJer's Journal
  • Learning Game Programming
  • The Beginning
  • GuardianResearch
  • Dumping Thoughts
  • lanemax's Journal
  • LaneMaxwell's Journal
  • IceFall Games
  • Ashnor's dev journal
  • moodywine's Journal
  • Thomas Amaranth's Journal
  • LoreHunter's Journal
  • VJ01's Journal
  • IronReaverGames Journal
  • OutlawZen's Journal
  • Xealgo's Tumblr Blog
  • Rich Markle's Journal
  • bigxow's Journal
  • Unity3D and AI Game Development
  • Project Updates
  • Lyost's Journal
  • AffenCode Blog
  • davispolk's Journal
  • LightSource Team's Journal
  • Midnight Thoughts
  • Subliminalman's Journal
  • AltairDali's Journal
  • NFL 2011 Talk
  • Valvatorezj's Development Journal
  • Silviu Andrei's Journal
  • Slaton's Journal
  • FlyingSpork's Journal
  • From AiGameDev's Secret Lab
  • FLeBlanc's Journal
  • sampad's Journal
  • Meh Entertainment
  • DeGod's Journal
  • dev.mind
  • ZEJOKER13's Journal
  • swiftcoding
  • paka3d's Journal
  • Lior Tal's Sandbox
  • The Forgotten Planet
  • Rav3nSt0rm's Journal
  • Litheon's Journal
  • ddn3 journal
  • Yacjys
  • I am a beginner and clueless.
  • Adventures in GameDev
  • Mallach's Dev Blog
  • mortalmarshy's Journal
  • Triax Bridge Command
  • EddyDownload's Journal
  • David Amador Journal
  • WorldAlpha.com DevBlog
  • DevDog82's Journal
  • Halley62373's Journal
  • pygame
  • Untitled zombie game
  • alwynd's Journal
  • Lucasnj's Journal
  • johnnycash's Journal
  • George Laskowsky's Journal
  • Eastfist Builds a Machine
  • Allar's Journal
  • irrationalistic's Journal
  • Bidimensional Dreams
  • Jeason's Journal
  • MikeDodgers' Journal
  • BrianTheProg's Journal
  • ZorgaGames Journal
  • Dreaming's Esoteric Teachings
  • compscialien's Journal
  • sythe's Journal
  • turbello's Journal
  • Xanthier's Journal
  • Flowers In Tears' Journal
  • Chris's Animation Blorg
  • Shaker25's Journal
  • SpeedRun's Journal
  • JetStone's Journal
  • sirkibble2's Journal
  • The Shadow Journals
  • Overm1nd's Journal
  • TommyForesd's Journal
  • LeonidValess' Journal
  • Black-Rook's Journal
  • My project blog
  • Mayley's Journal
  • Azure Acres
  • darc koder's Journal
  • Earthwalker's Journal
  • The Hitchhikers Guide to Video Game Production
  • LarryADaniel82's Journal
  • 2D Game Making, the Easy Way
  • DMFirmy's Development Blog
  • Giliam's Journal
  • Notes
  • The Curiously Recurring Gimlet Pattern
  • Zach's Development Journal
  • Dukandia
  • Under Development Law @ GDNet
  • #AltDevBlogADay
  • Digitalis Digoxin
  • Hedron Online Development
  • BlueStar03
  • Library of links to movies
  • SCForest's Journal
  • Heath's Journal
  • Malachor's Journal
  • Craftwork Games Blog
  • Behind the Scenes of Mirthwerx
  • omnomnom's RPG journal
  • Gaiiden's Journal
  • Overview Journal
  • Severed Infinity
  • Creating a Grand Strategy
  • Life at Demergo Studios
  • RADICAL HEROES: CRIMSON CITY CRISIS
  • Adam's Lair
  • Vilntus Entertainment
  • Lateral Creation's Journal
  • nodeg's learning journal
  • Eating The Elephant
  • Cbear's Dev Journal
  • The Siege Released
  • GDC 2012
  • ChezNoir
  • Journey Into Game Dev
  • Ya2's Journal
  • theNewb1e's Journal
  • Boreal's Dev Journal
  • www.Dubious-Games.co.uk
  • _Suezo_'s Journal
  • Lemon Treehouse
  • TechnoFlux
  • GrayMatters
  • Computational Contemplations
  • StarInc Android Development
  • Narf the Mouse's Journal
  • Antilia Development Journal
  • SpaceBeam development
  • Nocturnal Ferret
  • Tdawg30's Journal
  • Making the 'Rituals'
  • Timelines: Assault on America
  • Gunthera's Journal
  • Anthropocene: A Browser-Based Text RPG
  • AndreaTux's Journal
  • Rendering Is Fun
  • Emforce's Journal
  • _moagstar_'s Journal
  • Journey to Ironbane
  • Tipsy's Journal
  • Nick's Corner
  • Methods of A Madman
  • B O N E S' Journal
  • i-tech's Journal
  • Zul's Journal
  • kruncher's Journal
  • Misadventures in Game Making
  • WubWub Games
  • The Proverbial Bottom Rung
  • MidnightTangent's Journal
  • Bharath Raghavan's Journal
  • Stuff Games
  • From Pixel to Product
  • MissMarble's Journal
  • | dxCUDA | software development journal
  • Ralph McJournalstein
  • HorangiSoft
  • Flight of the Journal
  • Thekill473's Tinker Shop
  • Staring into the Moon
  • Mr Jones' Journal
  • BlackWingedGames' Journal
  • ChinaJoy CGDC 2012
  • A Weird Journal
  • necros devblog
  • CodeImp Game Developments
  • Face Punch Games Devblog
  • Sparked Studios Games
  • nighttime development
  • Coding In Transit
  • Journal
  • Kazuo5000's Journal
  • TMKCodes' Journal
  • miicchhii's Journal
  • Framework Philosophies
  • Journal of the Burning Hand
  • Warbringers - hotseat pvp game
  • Tyberthia Learning Experience
  • 2D MO Game
  • SIC Games' Journal
  • RATED-RKOFRANKLIN's Journal
  • Severin's Journal
  • lwm's Roa Journal
  • n00b0dy's Journal
  • uwi2k2 - Part Time Game Dev
  • Bluefirehawk's: "Path to World Domination"
  • Project Veritas - Working title
  • An Engine Through Time and Space
  • Epic Zombie's Journal
  • Bon Ink Creations' Journal
  • Aeronel's Journal
  • My Journey
  • vee's game development blog
  • The Long Road of Simulation
  • TestRoom
  • Amateuriffic
  • Alex Hopkins' Journal
  • Game Project #1
  • Project NN
  • Hostile Viking Studio Development
  • First game for Android
  • Jonathan's Journal
  • The Dwarfenheim Journal
  • codingnoobie's Journal
  • Will push pixels for food
  • Funstorm Dev Blog
  • Synchrex Studios Dev Blog
  • Tales of Allula: Crystal Spirits Development
  • Realm Chronicles developer's blog
  • dmdSpirit's Journal
  • Empyrios: Prophecy of Flame
  • Horizon Dev Journal
  • Corey Hoard's Journal
  • Freya's Journal
  • Hannah Wood's Producer Journal
  • Aurioch's Time Machine
  • achild's Journal
  • Retro Grade
  • Little Sticky Destroyer
  • C# Workshop - Some reedits.
  • creatures-of-gaia.com
  • Adventure Through Game Programming and Development
  • ellisvlad's MMORPG Development Journal
  • FantasyCraft's Game Engine Development
  • The life of a Unity Developer
  • My First Journal
  • Alex.SilR's Journal
  • Nathan's Blog
  • theartist493's Journal
  • Black's Tales
  • Fran Bow, a point & click adventure
  • Aaru's Journal
  • Drayan's TechBlog
  • Journal.Unknown
  • Josh Hartley's Journal
  • A long, frozen Path
  • Game Dev: P-13
  • Gianmarco Leone - Audio Director
  • slicer4ever's Journal
  • The Tribes Game Dev Journey
  • Like tears in the rain
  • Undead Castle Dev Journal
  • Welcome to Flying Cow Ink
  • Riphath's Journal
  • sgt_barnes' Journal
  • Voxel Game's
  • Xamusel's Gamedev Journal
  • Legends of Maelm
  • Crunch Magic
  • The Gameconomist
  • Kaptein's Journal
  • Morphex's Journal
  • Cafe Murder Dev Log
  • XNA 3D hexagon tile RPG testing
  • Modern Roguelike
  • Luis Krestos IOS
  • Gamieon's Journal
  • Koron
  • Sports Fiction ® New Sci-Fi Sports Game Project
  • cengizonkal's Journal
  • Minecraft/Survivalcraft Text Based Game
  • MrPhoenix's Dark Galaxy RPG
  • Vaerydian
  • j-jorge's Journal
  • Progress of 2D (?) Game
  • Orcus3D - The development of a modern game engine
  • Solo Game Developer Guy
  • Terrifying Secrets
  • Ground Up: A Journal Of An Engine
  • 1520:The Asylum
  • Electronic Meteor
  • Cthuga's Journal
  • ikam's Journal
  • Making a simple dungeon crawler
  • Digitopia's Journal
  • Ghostship Journal
  • Marc Mencher's Career Advice
  • Zombie Factory Dev Journal
  • Colony - Indiegame Dev Journal
  • Christian24's Journal
  • Joe's Games
  • MateiSoft's Journal
  • Tubocass' Journal
  • EWClay's Journal
  • And let there be light.
  • Starbase Citadel
  • arunDev's Journal
  • redw0lf's Journal
  • BGBTech: The Status Update
  • The Dawn Age - Development Journal
  • Fen's Journal
  • Jcam Engine 2 Development
  • More Than Cannons Announcement
  • chamomoe's Journal
  • Evolving as a programmer starting with Pong
  • scottrick49's Journal
  • Leadwerks Developer Blog
  • From idea to a game.
  • Game for kids
  • Azaral's Rants, Raves, and Lunatic Ideas
  • Krealit's Journal
  • Scarabus' Journal
  • Journey Into Functional Programming
  • The Beginner's Programmicon
  • Project Domini
  • fps games by mohammed 360
  • Infinity Elephant Development Journal
  • Making a Terrain Generator
  • Squared'D's Journal
  • Squire Studios: A Team of First-Timers!
  • AllEightUp's Journal
  • My attempt at making a platfo... no, a game
  • Spacetime Perpetuance
  • Multiplayer Project Journal
  • PokingWater's Journal
  • Creating A Game: My Journey
  • Konrad's Journal
  • Sam Jackson's World of Game Development
  • Miscellaneous Programming Notebook
  • Somewhere in space
  • Le Journal de Yahiko
  • TidBitCode
  • Nightmaare Shares
  • Dev notes from the Crypt!!!1eleven
  • Neometron's Journal
  • Snapey Code
  • Morikubo's Journal
  • Game A Week Self Challenge
  • DareDeveloper's Journal
  • Aura Games' Journal
  • Viadukt Dev-Journal
  • Arhim's Journal
  • DOT Space Hero's Journal
  • Building a browser game.
  • IcedCrow's Dev Journal
  • BigGiantHead's Journal
  • Richards Software Ramblings
  • Mikkel Staunsholm
  • The Wood under the Moon
  • Dialock's Journal
  • Meatsack's Workshop Journal
  • LouisMed's Journal
  • UncleVlad29's Journal
  • Hands On GameMaker:Studio
  • Project StickandCarrot
  • Casey Hardman's Journal
  • The SeaVax Journal
  • Howligan's Journal
  • Better Than Accounting
  • Death rays and scrapyards
  • Jsvcycling's Journal
  • Vilem Otte's Journal
  • Fight Club Games
  • TOT to Unity3D
  • LemCoop Development Journal
  • Dog Days Dev
  • The Journey of Taking Over Someone Else's Project
  • Gamedev info
  • Caveman
  • Project Z
  • A different way
  • Big Boss TV
  • Sunchasers development diary.
  • The Great Emoticon
  • Nothing Journal
  • Arkanong development blog
  • Building OllieBit
  • Kveitosphier -- Angelic Series (092113)
  • The Adventures of Mr. Fluffypants and Galaxy Lad
  • EraEngine
  • BallShooter Dev.
  • slayemin's Journal
  • Shane C's Journal
  • 2DFriends
  • PanPan's Journal
  • 2d Game Creation
  • #GameDevIsWayMoreFun
  • Grand Strategy: Space War
  • mabulous techblog
  • Mippy's Beehive
  • The development of Voxel
  • Return of Spy Ghost Raider
  • Wunderpong
  • Living and working in Russia
  • Dumont's Journal
  • reenigne's Journal
  • The coming Onslaught
  • Too dumb to make it, too dumb to quit.
  • The Development Blog of Neuton Mouse
  • Brass Watch Games Development
  • Sky Battles - Follow the evolution
  • Kornner Studios
  • The Dev Journal
  • N.I.B.'s Journal
  • jph's itreationGAMES development journal
  • csliva's Journal
  • Ilya Suzdalnitski's Journal
  • Project North Dev Journal.
  • Pete's Journal
  • A Youngster's Development Journal
  • [Theoretical] Games that evolve from player input
  • NerdSushi's Journal
  • Only if [Beta] - Surreal Puzzle Game
  • Never Miss: Dev Journal
  • My SDL Adventure
  • montify's Journal
  • Battle City
  • The Seven Tides
  • Latte Deconstruction - A classic 2D platform game deconstructible
  • SeaCraft! – game development journal
  • exOfde's Journal
  • Nyphoon's Thrilling Quest for Release and Everything In-Between
  • Tutorial Doctor's Journal
  • Path Tracing Adventures
  • ferrous' Journal
  • Alex's Journey Through Game Development
  • Exploring, learning and failing
  • arka80's Journal
  • J Fixby
  • GrinnTech's Notes
  • Spectra - First Game Creation
  • Fortification Hills Studios
  • QuickSilverCarpet's Journal
  • Flappy Assassin is now available
  • Animated Skinned Meshes
  • Undergroundies Projects
  • From End to Beginning
  • ShadowKind Games DevLog
  • Code Snippets
  • The Inner Circle
  • EveronWorlds Ew FPS Online
  • bradleycooper11's Journal
  • The Journeycat's Handbook
  • russelvedcse's Journal
  • MadRockGames
  • Sergioni's Journal
  • Pixel Perfect blog
  • MacAfeeje's Eludiant Time:Starlit
  • Smeagol's Journal
  • chel's Journal
  • Flared Development Journal
  • Malkavian Assembly's Journal
  • OLD Lactose!'s Journal
  • Alurik's Journal
  • Dreaming of adventure
  • Jsvcycling's Tower Defense DevBlog
  • Truerror's Journey Through Insanity
  • Jordan Bonser's Indie Dev Journal
  • afraidofdark's Journal
  • Journal Ov Azathotep
  • Fallen Shadows
  • GTRACE
  • deadstip's Journal
  • showtime
  • Edward's Journal
  • LOST ORBIT Development
  • Raven_rs Journal
  • PNGs and Things
  • Ding! Games
  • ZeroBeat's Journal
  • Coding with OpenGL
  • Joe Gilliver - Black Shuck Audio Journal
  • Giallanon's Journal
  • Project Root
  • delagames' Journal
  • Saint Retro's Journal
  • Arch1eN's GameDev Adventures
  • Return of the Dodo's
  • Riuthamus's Freelance
  • lalilulelost's Journal
  • newtechnology's Journal
  • normoyle1993's Journal
  • Kiritsu Games
  • LariGuilger's Journal
  • Creating Spacemasters
  • Hedeic's Journal
  • dustArtemis ECS Framework
  • IKazma: The Development & Experience
  • SelenaMiller's Journal
  • Project Anera
  • Daath Galaxy Devlog
  • Exploring Programming
  • Wombat Hole
  • GoCatGo's Development Journal
  • JumpSmash Legend a 3D Badminton Simulation Mobile Game
  • The Cuboid Zone
  • Avengers UTD Chronicles
  • Xylvan's Journal
  • Jean-François Fortin's Journal
  • Parallel Development Log
  • Gregory's Development Journal
  • SynchingFeeling's Journal
  • FinalXIIISora's Journal
  • The Big Procedural Game Journal
  • GiTS' Journal
  • Sporniket's log - Game programming while having a busy life
  • 2Play's Developer Journal
  • Garrett Hoofman's Journal
  • Island Troll Tribes
  • int main
  • cyberspace009's Journal
  • Impossibru is nothing!
  • NineheadGenesha's Journal
  • Inside a Wicked Lair
  • Final´s Game-Dev
  • Stett's Journal
  • Madolite's Journal
  • My Game"The Alien On The Planet"
  • How to make a clone of Futile Tiles
  • A Dreamer's Notebook
  • AfricanThunder's Journal
  • Arikin's Journal
  • Sinvas_K's Journal
  • Procedural Worlds
  • Binary Cats
  • Burnt Dragon's Journal
  • Washu's Journal
  • imoogiBG's Journal
  • Eck's Journal - Still Flying
  • Thaumaturge's Journal
  • ryan20fun's Journal of Rasterisation
  • Xaer0's Journal
  • The Week of Awesome II
  • The week of awesome II - shadowisadog
  • 0sok's Journal
  • Making of: Acclimate Engine
  • Misantes' Journal
  • The Week of Awesome II Herd of Nerd Star Participation
  • New Syntax blog for Week-of-Awesome-II
  • Captain Coffee's Journal
  • WoA II Journal
  • Jack & Francis's Week Of Awesome II
  • Erik Rufelt's Journal
  • Week of Awesome II
  • Xai's Awesome Living Toys
  • Week of Awesome II dev journal
  • WoA - My first gamejam
  • The Last Toy in the Toy Box
  • Extremely Usefull Bits
  • GeoffreyS' Journal
  • Jurassic Park Aftermath
  • Project PX
  • H.A.C.K. - Development Journal
  • ajm113's Journal
  • LV-341B
  • Archmage Rises
  • Stormynature's Miscellanea
  • Hierarchical subdivision
  • Radiant Engine Development
  • "Barricade"
  • New New Things
  • Librexus
  • mtlk's Journal
  • EmpiresInRuins' TD Journal
  • Collectible Card Game + Commercial Sim = Awesome
  • Legend of Grimrock 2 Review
  • Dr.John's Journal
  • Gorogorosama vs GameDev
  • Ironbane Devlog #1
  • Game News
  • PowerShell Games
  • ODMO - puzzle game - android release
  • Gaiiden's Journal^2
  • Gaiiden's Journal
  • Gaiiden's Journal
  • Debugging Diaries
  • General Thoughts
  • Captain's Log
  • Orangepixel's Journal
  • LAURENT*'s Journal
  • the game
  • fakhirs's Journal
  • A sound guy making a game.
  • Sisofys' Journal
  • Browser Scent
  • AuroraRL
  • Manager of Hell
  • Tales from the Engine's Core
  • Nemo Persona
  • victoriaadams02's Journal
  • Rico's Development Log
  • Funky Monkey Studios Dev Blog (French)
  • Fear the Light: The Path to Playable
  • Astari
  • mousetails RPG
  • Developing a JRPG
  • goldmoelly's Journal
  • Goblin War
  • Phaetonium's Journal
  • Flame
  • Reactor Engine
  • Boardspace.net Game AI Journal
  • TheComet's Journal
  • Negazina and his shenanigans
  • Realm Crawler Development Journal
  • Becoming an indie
  • The Wizards Blog
  • SIMSpace 8.0
  • Educating an artist
  • Michael Staud's Journal
  • YanimStudio's Journal
  • Adventures into Unreal Engine & indie dev
  • GamzTV
  • Blacksea Odyssey Devlog
  • The Furious Ape Journal
  • Feras' Journal
  • SnailLife
  • Ray Tracing Devlog
  • hgoel0974's Journal
  • GameGeezer's Journal
  • Pavloid game
  • cozzie's Journal
  • Han''s Quest Journal
  • Lost Repo
  • DevBlog: Wolves at the Door
  • victorx's Journal
  • TheChubu's Journal
  • Mobile Game Dev Journal
  • Protheus Engine
  • ducanhtuvu's Journal
  • YGGDRASIL STUDIO's Journal
  • Skinned Mesh/Skeletal Animation Editor in D3D11
  • Proceedings of TheUnimake
  • Inko makes Prototypes
  • Caldera Games' Journal
  • Machine Made
  • YAAG
  • Xam'n'Eggs
  • Developer Journal
  • Game Tale
  • Jygle's Journal
  • Sol-Ark's developer journal
  • Blender - skinned meshes and animation DirectX export
  • Night Lone Engine: Journal and progress
  • Vortex Game Studios
  • williamssara005's Journal
  • Onigiri Flash's Journal
  • The Week of Awesome III
  • Simmie's Journal
  • The Dark Prognosticus
  • Game explorations
  • Danmaku no Kyojin
  • Epicelitedude's Journal
  • Thinking about treasure lately
  • IYP's Graphics Journal
  • My Stuff
  • Trades with Spirals Development
  • WoA 3 (2015)
  • Seven Spells Of Destruction Development Journal
  • Battleships Development
  • An arcade console developer's Journal
  • Spidi, Magic Item Tech Journal
  • Galactic Adventures
  • Week of Awsome III journal
  • TeamTeamEric's Journal
  • From The Forth Dev journal
  • Speed's Progress
  • Gooey's Journal
  • Week of Awesome III
  • ArThor's Journal
  • hu3 team - WoA III
  • Inside the blizzard
  • JamCats' Week Of Awesome III
  • Our Week of Awesome Project
  • Lich Dev Log
  • Single-Handed Game Dev
  • GTEntertainment's Journal
  • Soulwielder Dev Journal (Week of Awesome III)
  • MarioLuigiMan's Journal
  • WoA3 - Still Flying
  • Calinabris' Journal
  • DKoding's Journal - Koding Nights
  • alexokita's Journal
  • TBFC's Week Of Awesome III Dev Journal
  • My First Game !!
  • Dusters Devblog
  • Bigdog57's Journal
  • El Tomba - Developer Diary
  • Starshard Dev Journal
  • alexmasen's Journal
  • bobbentz's Journal
  • Merc Tactics
  • WatsonTBK's Journal
  • Spiral Lords: Armada
  • Arms of Telos
  • Really Slick Blog
  • c++ SFML TEAL
  • A random Game
  • Creation of Zergification tech demo
  • Opiniocracy
  • Kill All Demons!
  • Moon Pub Games
  • KruSuPhy's Journal
  • KruSuPhy's Journal
  • Final Year
  • Monster Chronicles: Mobile Strategy RPG
  • Shinylane's OpenGL Journal
  • psychedelia smith's Journal
  • Conkoon's Journal
  • GE2015's Journal
  • We the Innovation
  • Engine development for fun and bachelors thesis
  • Farom Studio
  • Geometer's Apprentice
  • NavWorkshop
  • an unnamed youtube simulator
  • Eck's Star Citizen Efforts
  • Project Gift
  • opmania35's Journal
  • Westorm's Journal
  • What I did
  • Short rules for beginners in game dev
  • DEV - War of Kingdoms Pocket
  • MoonKiteTree's Journal
  • Tinus Tate's Journal
  • Fowl Flying
  • Memorial Trees: forget-me-not Journal
  • Fidelum Games
  • Hexmind's Journal
  • MVG Interactive
  • EXODUS - A New Age Dawns
  • OmnicidalStudios Akintoo Journal
  • Kingpin
  • iMini Development
  • Oblivion Wars Development Journal
  • devlion's Journal
  • 2D Platformer
  • Cleemo's Journal
  • Becoming the Lord of Dwarves
  • Rogue555's Journal
  • Not Yet Implemented
  • Prali Games
  • Multiplayer RPG dev diary
  • Venatus
  • AVaW2015's Journal
  • Faison92's Journal
  • ProcGen Journal
  • Sector0's Journal
  • P2p online's Journal
  • One Piece Ultimate War
  • Syrena's Journal
  • w32's Journal
  • Max-Green's Journal
  • [GBA] Kingdom of Twilight a retro rom
  • Gamescrye's Game Design Blog
  • GameDev.net Partners
  • Blend4Web Development Journal
  • STAR SHIFT
  • Sweat, tears and blood
  • Amanda/adamSnowflake's Journal
  • Unity Parkour Game
  • Lawnjelly's Journal
  • ProcFxGen's Journal
  • dpadam450's Journal
  • Sungazer Software Development Log
  • A New Developer's Journey
  • De Feet - a 3D interactive story RPG
  • V0xel Sp4ce Development
  • yoshi_t's Journal
  • Strategy Empire's Journal
  • VikingVRStudio's Journal
  • Towards The Pantheon Devlogs
  • GameArch
  • SilviuShaders' WoA Dev Journal
  • Frango Digital Log - The Week of Awesome IV
  • AlienCore's Journal
  • Mousetails WoA 5 journal
  • Mind of Khan
  • XycsoscyX's Journal
  • The Week of Awesome IV
  • WOA 2016 | Team Bytetroll
  • EarthBanana's Journal
  • GameDev.net Staff Blog
  • Unnamed Turn-Based Strategy
  • "Popular" progress.
  • 3D, AI, procedural generation and black jack
  • Avalander's Journal
  • Andrey Macritskiy
  • Drone Combat Devlog
  • Rog Games' Journal
  • The Xoid Isometric Survival... from the start
  • Journal of Gruffler
  • Project Tidalwave
  • Ultra Kai's Graphics Journal
  • MY FIRST INDIE GAME! :D
  • DoomedGaming
  • V-Play Cross-Platform Game Engine
  • Bacterius' WoA Feedback
  • Project Mistwrapped
  • Game Development Adventures
  • The Achilles Journal
  • The Cptn's first voyage
  • A short Journey over Zeno's Bridge
  • MagForceSeven's Journal
  • TheCaptainSly's Journal
  • School and Mazes
  • Development of My Own Civilization
  • Richie2Pixel's Journal
  • khaniiuc's Journal
  • saadtaame's Journal
  • First Complete Game
  • Turn-based strategy about agriculture
  • Systemic Games
  • anyone needs a 3d modeller?
  • Vidar DevBlog
  • Vertexwahn's Journal
  • Opportunities in AR/VR
  • AngleWyrm Studios
  • "Project SpeceVille" Developer Journal
  • Floatlands devblog
  • Game Creation Journal: Midievalry
  • Arceneaux's Log
  • ViciousGaming's Journal
  • ACE Team's Journal
  • yps_sps' Journal
  • Alchemist
  • Project Life
  • GrindQuest
  • Paninairo's Journal
  • JacPete's Super Mage World
  • Resilients Journey
  • Who is Who? Dev blog
  • Multiverse: Cosmic Conquest TCG Development Journal
  • Aggroblakh's Journal
  • Fight the ADHD
  • The Time Rider Community Journal
  • Too few shopkeeper games!
  • VFX Highlights & Games
  • lougv22's Journal
  • First Impact: Rise of a Hero's Journal
  • Labraid's Journal
  • BattleForte Game DevLog
  • WinterDragon Says Print("hello")
  • Ascension Game Journal
  • bogosaur's great journal of wisdom.
  • AurumDust journal
  • Progress on The Last Score
  • BrykuTheDev's Journal
  • Developing a good looking story to make it a game
  • Rebirth of a classic card game
  • Ships vs Sea Monsters. From sketches to final edition
  • SquaserZ - The Devlog
  • Dev Quest With AriiMoose
  • ohoyy056's Journal
  • TheLastKind's Journal
  • ohoyy070's Journal
  • essaywriting
  • Idea To A Game
  • XyraniaDev's journal
  • ohoyy082's Journal
  • Pirate Dawn Universe
  • Deep Waters Devblog
  • brigittepetrie's Journal
  • GoldbarGames' Journal
  • Kickstarter/Greenlight Dev Journals/Tips/Insights
  • Delphinity
  • Big List of Mobile Game Reviews [UPDATED DAILY]
  • 0day's Blog
  • DuelingDevblogs
  • Jaden's Blog
  • Tee_Hunter
  • GDC 2017
  • Voxelaxy
  • Power Pong Devblog
  • Spinbot's Blog
  • SerikASA's Blog
  • Brewing the tee
  • Johnnymorgan's Blog
  • Blog #1 - You can't push a rope!
  • Korvas' Game Dev
  • Tough Story Volume I - Big Hell
  • VirtualRN's Blog
  • Game Blog
  • Dadou666's Blog
  • SHIRO Developers Log
  • Star Heritage
  • Bluword
  • Appodeal Blog
  • juegostudios
  • saraedward's Blog
  • shirawinget's Blog
  • Baro's Beginning
  • phil67rpg's Blog
  • Video Game Sound by Olivier Girardot
  • Deep Worked Blog
  • Swim Out
  • Bypassed - DevBlog
  • Muisca's Blog
  • AlexHoratio's Blog
  • Hell Warders
  • hydra1's Krypton Development Team
  • tommorow's Blog
  • ¿How to do Game?
  • My 1st GDC: Recap
  • Beyonce's Blog
  • donislawdev's Blog
  • Creating Complexity
  • dovodi's Blog
  • Stitched Showcase
  • itSeez3D Avatar SDK
  • 40Ggames' Blog
  • GamerX1221's Blog
  • HunterGaming
  • Nicolas Bertoa's Blog
  • Masters VR
  • PiN
  • Ben's Appallingly Humble Blog
  • Starfall Tactics
  • Ermergerd Ent's Blog
  • Secure Vend LLC's Blog
  • Cascapadia
  • Last Regiment Dev Blog
  • sarwar's Blog
  • Spaceguard 80
  • appguruz's Blog
  • ios\Android games promotions!
  • Forgiveness devblog
  • The creative industries digital game.
  • xboxoneya's Blog
  • Untitled: My journey with LibGDX and bullet hell
  • Block Builder Update Blog
  • noisechip's Blog
  • Call of Avatar
  • behc's Blog
  • Terrible Mess Games
  • polyfrag's Blog
  • polyfrag's Blog
  • Dr. Lexus Blog
  • Jungle Tag by The Kid Can Drive
  • polyfrag's Blog
  • Wormhole Devlog
  • Age of Dark
  • Trym Studios' Concept Blog
  • PSG's Blog
  • sinopgames
  • Space Warfare Blog
  • EdenAeternum's Blog
  • APPTUTTi's Blog
  • SlammaJammaMovie's Blog
  • Village Monsters Dev Diary
  • Rox087's Blog
  • THEDARKMEME's Blog
  • Progorion's Blog
  • lexnewgate's Blog
  • Starminer7Z7 of Fullpower's Blog
  • Progorion's Blog
  • DualTD
  • OandO's Blog
  • From UltDip to ...
  • io games
  • .io Games
  • JohnTheRipper88's Insight and Ramblings
  • Moosehunt
  • VBexEngine
  • Games Development Notes
  • Eart - a similar to an rpg but with typical elements of a bullet hell games
  • Valley of Crescent Mountain
  • Charly Men's BIZARRE
  • 울산오피 ○1○《⑻⑼⑷⑺)⑥⑥④⑧ 세계일등클래스
  • 청담안마 OlO⇔2816⇔2526 〃최저가 청담안마방 청담역안마 청담안마시술소 청담안마추천 청담역안마가격 청담안마위치 청담동안마방 청담동안마추천 청담안마예약
  • 인천출장샵
  • ⅸ강원도출장샵 阝카톡gg882출장콜걸.홈피 kiss45.COM출장안마/ 출장마사지/출장샵/출장업소/콜걸연락처/섹파/콜걸아가씨카톡/업소연락처.
  • Michael Zhou
  • が대구출장샵阝카톡gg882출장콜걸.홈피 kiss45.COM출장안마/ 출장마사지/출장샵/출장업소/콜걸연락처/섹파/콜걸아가씨카톡/업소연락처.
  • Battle of Millenia Update #1
  • ⅸ아산출장샵 阝카톡gg882출장콜걸.홈피 kiss45.COM출장안마/ 출장마사지/출장샵/출장업소/콜걸연락처/섹파/콜걸아가씨카톡/업소연락처.
  • A Passive Gamer's Blog
  • Newbie Gamer
  • Android, the most popular mobile platform throughout the world these days
  • Aggressive Gaming
  • 경마사이트추천 ⟡->『 AA77.ME 』<-⟡인터넷경마사이트
  • The Yii Development Framework for fast, extremely professional performance
  • Psychology in game design
  • Check out my Game!
  • Hell Warders Development blog
  • Wildlife control service
  • EP (A Platform Game)
  • Outentiq
  • See Gee Eye
  • Jenny's Magical Adventure
  • Last Hills Teaser Trailer (Horror Game) - Red Projekt -
  • Want to help make a game
  • New Game - ArcAngel is released.
  • Corona Labs Blog
  • Java&Python game development
  • How to write outstanding game reviews
  • Exactly how Does the Euromillions Millionaire Raffle Work?
  • puppysss
  • World Game Info
  • Rick Henderson And The Artifact Of Gods
  • Mobile Application Development Today
  • Runica: The Ancient Dungeon
  • Benefits of Mobile Application Development
  • Enterprise App Development you need to know
  • Mobile Application Development
  • krkrgames
  • My First Success - Dev Blog
  • Alchemica
  • Elemento : Development Blog
  • Remote Jobseekers
  • Bird With Toes Development Log
  • Forward Creating
  • ギ일산출장마사지 << ㅇIㅇ / ②8ㅇ④ / ③⑧⑧⑤ >>キ빠끈신속 정확선입금 NO24시간 일산출장마사지
  • ゴ여천동출장마사지 ☎ 0①ⓞ.2⑧O④.③885 コ입니다.출장 콜걸뜨거운핫한 여천동출장마사지
  • ズ매곡동출장마사지 << ㅇ①ㅇ / ②⑧ⓞ④ / 3885 >>ス시원빠끈 신속후불선입금 NO 매곡동출장마사지
  • セ진천동출장마사지 < 0!0=2⑦1⑥=!8②⑧ >ズ빠끈신속 정확선입금 NO24시간 진천동출장마사지
  • Drunken Monday, developers of Slash Arena: Online
  • pythoblack
  • Game Developer
  • Levels of Lean Six Sigma Certification
  • Josh Grams - WoA V
  • POSTWORLD Development Diaries
  • Week of Awesome V
  • Journal of development
  • WOA - 5
  • Week of Awesome V - Dev Blog
  • WoA ProjectCastle
  • Ludologists
  • bestpharmacy
  • Micro Brood Games Devlog
  • Bouncy Bob Crunch Journal
  • golds
  • Mobile App Development Company
  • Why Brands Are Missing Out On Mobile Games
  • RPG Grind!
  • Kade Markoux
  • Project XSYS - WIP
  • Higame
  • Chromasia
  • BITSZER SOFTWARE/EARN BITCOINS
  • This is for my rpg game i am working on
  • ggd
  • Kavarna's blog
  • Mobile App And Game Development Blog
  • opensource & javascript game development
  • Fooliery: Build with tiles
  • Super Reaction Speed Arcade Game
  • Mobile Application & Game Development Blog
  • How To Choose The Right Learning App For Your Preschooler?
  • Project Industry[Unity Indie Game]
  • hello World
  • From Zero To VR
  • Mobile Game App Blog
  • A cute casual game
  • WoA Game Design
  • Project Idra
  • Kung Fu Runner
  • PistacheGames
  • Dream Build Play - Resources
  • Modern game narratives - Writing better, stronger, more intriguing game stories.
  • onqtam
  • How to turn off Windows, Mac computers remotely using smartphone?
  • Game Testing and a Cup of Coffee
  • Mobile App Technologies, Unity3D Game Development Blog
  • Android Application Development and Growing Importance of Android Developers
  • disini
  • PandemicZ
  • Picswars.io devlog
  • First Blog
  • New Free Sound For You Guys
  • Cool Designing Tips They Don’t Teach You in Classes #1
  • Blog by Mobile App Development Company
  • 7 Things Every Mobile Team Needs to now
  • 선릉역안마 ゥェ1ゥェ。ィ.2816_〃2526 윤실장 ω환상의코스ω24Open #선릉역안마윤실장 선릉역안마연예인급사이즈 선릉역안마아가씨 #선릉역안마실장 선릉역안마정보 선릉역안마안내
  • Exploring Level Design
  • Mobile App & Game Development
  • Beneath the Waves
  • Mobile App and Game Programming Blog
  • Take my heart to this game
  • Mobile App, Web & Game Design News
  • BEST MEDICAMENT ONLINE
  • Embedded Training in Chennai
  • Free SOFTWARE PURE APK
  • South America Tours - Anubhav
  • Why BrainMobi is ranked among the best Android App Development Companies?
  • AngularJS course in Chennai
  • Origin Dehumidifier
  • lioryan
  • The Gragons Farm
  • Simple game for Pixabay's developer challenge
  • Oracle course in Chennai
  • Madden Mobile Coins Try IT Now Today 2018

Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 204 results

  1. I've gotten to part in my DirectX 11 project where I need to pass the MVP matrices to my vertex shader. And I'm a little lost when it comes to the use of the constant buffer with the vertex shader I understand I need to set up the constant buffer just like any other buffer: 1. Create a buffer description with the D3D11_BIND_CONSTANT_BUFFER flag 2. Map my matrix data into the constant buffer 3. Use VSSetConstantBuffers to actually use the buffer But I get lost at the VertexShader part, how does my vertex shader know to use this constant buffer when we get to the shader side of things In the example I'm following I see they have this as their vertex shader, but I don't understand how the shader knows to use the MatrixBuffer cbuffer. They just use the members directly. What if there was multiple cbuffer declarations like the Microsoft documentation says you could have? //Inside vertex shader cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; }
  2. I'm sure many of you will have come across this situation before and am wondering the most elegant way of solving it: This is an example, of wanting to create a struct/class that is an extension of a smaller version, and wanting to still be able to access the smaller version via a union. However the compiler seems to want the smaller struct to be a POD type (presumably because which constructors / destructors to call in a union is ambiguous). This is what I want, but it won't compile, complaining about Point2 being non-POD: struct Point2 { Point2() {} // want this to be default Point2(int a, int b) {x = a; y = b;} // extra constructor for ease of use int x, y; }; struct Point3 { union { struct { int x, y, z; }; struct { Point2 xy; // access a Point3 as either a Point3 or a Point2 }; }; }; The only problem is it is sometimes very useful to be able to use the 2nd constructor when passing a Point2 as an argument to a function: DrawLineTo(Point2(10, 20)); void DrawLineTo(const Point2 &pt) { ... } I am understanding there has been some changes to POD types in later c++ (I now have c++11 available), so is there any way of keeping it as a POD type while still having the secondary constructor available? I can also see alternative methods of doing the same kind of thing (perhaps not using a union). What do you guys use?
  3. Control flow based on type in C++

    Hi guys, I'm not quite sure how to achieve this Here what I got so far, my GameMode class own an object of type Physics: class Physics { private://variables GameMode* Game; public://constructors Physics(GameMode* gameRef); ~Physics(); public://methods bool IsColliding(Entity* current, ECollisionTest collisionTestType); private://methods bool BoxCollisionTest(const Rect& current, const Rect& other); }; And since all my entities have a pointer to the GameMode they can retrieve a pointer to the Physics object, so when they move they can query the Physics object to see if they collided with something, passing "this" as the object to control against all the Entities inside GameMode, like this: //Collision Check if (PhysicsManager->IsColliding(this, ECollisionTest::EBoxCollisionTest)) { LogConsole("Collision"); } and IsColliding() goes like this: bool Physics::IsColliding(Entity* current, ECollisionTest collisionTestType) { for (auto& E : Game->Entities) { if (current != E.get())//avoid self testing { switch (collisionTestType) { case ECollisionTest::EBoxCollisionTest: { if (BoxCollisionTest(current->GetCollisionBox(), E->GetCollisionBox())) { return true; } } break; } } } return false; } Now, there are two things I don't like about my current setup. 1) I am testing against all the entities. The paddle of the Breakout game can only move left and right, and hit either a ball or the left/right boundary, makes no sense to test it against 50 bricks at every update. 2)From inside the Paddle class I am calling "IsColliding(this, ECollisionTest::EBoxCollisionTest)" so there is the assumption that all the entities that can collide with this one require a box test. May not be the case, maybe I have a "worm" entity running on the screen and it requires another type of collision test, so the choosen function to run shouldn't relying on me explicitly saying which one is, but it should be called at runtime trough overload, based on the type of Entity being compared. So maybe the Paddle<->Ball comparison would do a BoxCollisionTest, while Paddle<->Worm comparison would do something else. So how do I get it to work the way I want? This is what I want: 1)Physics object is working with Entity*, and yet I need it to being able to distinguish between a Paddle* and or a Brick* or a Boundary* or a Ball* (all of this inherit from entity), a bit kind of like Unreal Engine BlueprintEditor Cast node, which allow me to say "Cast to Door" and if the thing was a door it return success, otherwise fails. Can you show me an example of how such mechanism is built, in code(C++)? 2)Physics object should just call a generic TestCollision() function between the "this" passed (the current colliding object) and all the other entities, and then the overload resolution calls the appropriate function based on the types. And yet this shouldn't fail to compile for pairs for which I don't explicitly overload, for instance I wouldn't overload for Paddle<->Brick because such comparison will never happen, so when Paddle<->Brick comparison is performed, it should just return false even though I never declared a TestCollision(Paddle* p, Brick* b). How can this be achieved?
  4. Circular inclusion problem

    I think I am having the problem mentioned in the title, but I can't be sure of it as well... Got 3 classes, GameMode, Entity, Paddle. Paddle Inherit from Entity, and both Paddle and Entity need to #include "GameMode.h" in order to pass down the constructor a GameMode* and store it inside of every Entity. I pretty much forward declared everything inside everything else but stuff just won't compile, the error I am getting is C2504 "Entity: base class undefined" . I'll paste below the .h and .cpp for the Entity class, and only .h for the other two. Can someone tell me what am I doing wrong? Entity.h #pragma once #include "SDL2\SDL.h" #include "GameMode.h" #include "Utility.h" using namespace util; class GameMode; enum class PivotMode: Uint8 {CENTER,TOP_LEFT}; class Entity { protected://variables float XCenter; float YCenter; SDL_Rect CollisionBox; SDL_Texture* Sprite; GameMode* Game; SDL_Renderer* Renderer; public://constructors Entity(GameMode* gameRef, PivotMode inputMode, int x, int y, std::string path); virtual ~Entity(); Entity(const Entity&) = delete; Entity& operator=(const Entity&) = delete; Entity(Entity&&) = delete; Entity& operator=(Entity&&) = delete; public://methods virtual void Update(float deltaTime) = 0; virtual void Draw(float interpolation) = 0; private://methods SDL_Texture* RequestTexture(std::string path)const; void SetCollisionBox(int x, int y, PivotMode InputMode); }; Entity.cpp #include "Entity.h" Entity::Entity(GameMode* gameRef, PivotMode inputMode, int x, int y, std::string path) :Game{ gameRef }, XCenter{ static_cast<float>(x) }, YCenter{ static_cast<float>(y) } { if (Game) { Renderer = Game->GetRenderer(); } Sprite = RequestTexture(path); if (Sprite) { SetCollisionBox(x, y, inputMode); } } Entity::~Entity() { } SDL_Texture* Entity::RequestTexture(std::string path)const { if (Game->IsRunning()) { return Game->RequestTexture(path); } return nullptr; } void Entity::SetCollisionBox(int x, int y, PivotMode InputMode) { SDL_QueryTexture(Sprite, nullptr, nullptr, &CollisionBox.w, &CollisionBox.h); switch (InputMode) { case PivotMode::CENTER: { CollisionBox.x = x - CollisionBox.w / 2; CollisionBox.y = y - CollisionBox.h / 2; XCenter = static_cast<float>(x); YCenter = static_cast<float>(y); }break; case PivotMode::TOP_LEFT: { CollisionBox.x = x; CollisionBox.y = y; XCenter = static_cast<float>(x) + CollisionBox.w / 2; YCenter = static_cast<float>(y) + CollisionBox.h / 2; }break; } } Paddle.h #pragma once #include "Entity.h" #include "GameMode.h" class GameMode; enum class PivotMode:Uint8; class Paddle : public Entity { public://methods Paddle(GameMode* gameRef, PivotMode inputMode, int x, int y, std::string path); ~Paddle(); virtual void Update(float deltaTime); virtual void Draw(float interpolation); }; GameMode.h #pragma once #include "SDL2\SDL.h" #include <string> #include <vector> #include <memory> #include "App.h" #include "Entity.h" #include "Paddle.h" class Entity; class Paddle; class GameMode { friend class App; private://variables bool Running; SDL_Window* Window; SDL_Renderer* Renderer; App* AppRef; public://constructors GameMode(SDL_Window* Window, SDL_Renderer* Renderer, App* App); ~GameMode(); GameMode(const GameMode&) = delete; GameMode& operator=(const GameMode&) = delete; GameMode(GameMode&&) = delete; GameMode& operator=(GameMode&&) = delete; public://methods SDL_Texture* RequestTexture(std::string path)const; bool IsRunning()const; SDL_Renderer* GetRenderer()const; private://methods void Update(float deltaTime); void Draw(float interpolation); };
  5. How do i open an image to use it as Texture2D information without D3DX11CreateShaderResourceViewFromFile? And how it works for different formats like (JPG, PNG, BMP, DDS, etc.)? I have an (512 x 512) image with font letters, also i have the position and texcoord of every letter. The main idea is that i want to obtain the image pixel info, use the position and texcoords to create a new texture with one letter and render it. Or am I wrong in something?
  6. Maybe today I'm confused and I'm missing the obvious... I've made this simple struct inside my Utility.h template<typename TFirst, typename TSecond> struct Pair { Pair(TFirst f, TSecond s):First{f},Second{s}{} TFirst First; TSecond Second; }; And I'm using it from App.h (which #include "Utility.h") like so: App.h Pair<Uint32, Uint32> GetWindowSize(); App.cpp Pair<Uint32, Uint32> App::GetWindowSize() { return Pair<Uint32, Uint32>(Width,Height); } And I'm getting a cascade of errors ALL on line 39 (image below). Any idea what I am doing wrong this time? x_x EDIT: please mod delete this topic, I just remembered Utility.h put everything inside namespace util, sorry x_x
  7. Getting 0xcccccccc error

    I don't know why this is happening, in the image below you can see my current situation. Basically I have an Utility.h header which contains wathever random stuff I think is useful at the time but don't yet deserves it's own separate file, so inside of it I've put a BaseFont class and defined it in place since I am not sure it will stay into Utility.h for long (Font is an alias for BaseFont because I wanted the internal variable name for the font to be Font, and that would collide with the class name, so that's why I have it setup like this) and right below this class, still in the header, I have a global object constructed from it so that I can use it everywhere for debug since pretty much all my .cpp #include "Utility.h". Now when I close the game I get an error that says "Breakout.exe stop working" and I tracked it down to the BaseFont destructor. On the right of the image you can see the local variable situation at that break point, which doesn't looks good... I have some assumptions regarding the cause but I am not quite sure, can you tell me what its going wrong exactly? FULL SIZE IMAGE
  8. using tmxparser (and failing)

    Hi everyone! I've managed to build zlib, tinyxml2 and tmxparser with cmake-gui & visual studio 2017, but when I try building the example program for tmxparser (https://github.com/sainteos/tmxparser/tree/master/test) I'm getting numerous unresolved externals for errors, and in the warnings they all state the library machine type 'x64' conflicts with target machine type 'x86'. (some of the unresolved symbols include __imp__UnhandledExceptionFilter@4, __imp__getCurrentProcess@0, __imp__HeapAlloc@12 and the file referenced in the error log is MSVCRTD.lib along with varying object files) Thing is, when I go back to the cmake configuration listings for all 3 of those libraries, i can't find anything to suggest i've explicitly configured anything as a 64bit build, and when I open the solutions cmake generated for each of the libraries, all of them (including the test project) have x86 as the current target.. what gives? Thanks in advance!
  9. Hi, During the journey of creating my 2nd 3D engine, I'm basing quite some of the approaches on the Game Engine Architecture book (Jason Gregory). I've now arrived on the topic: IO. In short, the target platforms for me are PC, XBone and PS4. With this main assumption I thought of the following logics/ guidelines to follow: - I can assume file/folder structures will work on all 3 platforms, when I use '/' as a folder separator -- I will define 1 global with the base folder for the application, the rest will 'inherit' from there (which can be anything, independent of the 'mount' or drive) -- for now I'll create 1 subfolder with data/files that might need write access, so later on I only have to worry about 1 subfolder (settings, configs etc.). - file extensions can be longer than 3 characters (in Linux based FreeBSD on PS4) - all class members functions needing to load a file, shouldn't have to now about the file structure of the logical application, so they will all take a full filename string including path (combining root + subfolder + filename and separators is then the responsibility of the caller/ calling code) - some functions will need to be passed a folder, because contents in that folder need to be read OR I can simply define a small list of defined subfolders (under root/ base), because it won't be more then 5 to 10 folders in total (data/shaders, data/textures, data/objects, data/sound etc.) My questions: - what do you think about this approach? - regarding the last point, which of the 2 options would you apply? -- option 2 might work fine but feels a bit 'static', not very flexible (on the other hand, would you actually need flexibility here?) Any input is appreciated, as always.
  10. Looking for project

    Hello. I'm Programmer who is in search of 2D game project who preferably uses OpenGL and C++. You can see my projects in GitHub. Project genre doesn't matter (except MMO's :D).
  11. this is super strange... I have this function here: template<typename TFirst, typename... TArgs> bool util::LogConsole(const TFirst& first, const TArgs&... rest) { std::cout << first << " "; return LogConsole(rest...); } bool util::LogConsole() { std::cout << std::endl; return false; } it's recursive, keep printing "first" and recursively sending the rest, until rest is empty and the overload taking no argument is called, which just print a newline. Ignore the bool return. Anyway, now I have this code somewhere else: for (auto& E : Entities) { float valx = E->GetPosition().x;//return 751 float valy = E->GetPosition().y;//return 838 LogConsole(valx, valy); } Entities is a vector<unique_ptr<Entity>> which currently only contains the derived from Entity player Paddle, so I access the Base class Entity method called GetPosition, which is the center pivot coordinates of the object. I pass the variable to LogConsole which predictably prints: But not I try to call LogConsole without those 2 variables inbetween, like this: for (auto& E : Entities) { LogConsole(E->GetPosition().x, E->GetPosition().y); } and watch what kind of output I get! : ... the y value is an unreasonable value o_o How is this even possible?! Since only the second value is being affected, my assumption is that there is some weird interplay with the second template parameter, the variadic argument...but I wasn't able to debug it even stepping trough it line by line...can anyone come with an explanation for this really strange behaviour?
  12. More Template questions

    I start by saying that I am aware that what I am trying to do can easily be achieved trough the <functional> part of the library or trough a Functor or a Lambda, but I wanted to see this in template form.(Code below) So the first function works, the find_if algorithm find the first value in a vector greater than the specified parameter, but there is no template argument deduction for that function call because the algorithm require a pointer to a function but at that time it is not know I will pass an int into it, and so I need to specify like this: LargerThan_NoDeduction<30,int> But this seems ugly because now I have to take care of match the two, like <31.2, double>, and the worst part is that if I now decide to pass something else, like a <'d',char> or a <-10,float> , the function expects a size_t as first template parameter, so this won't do. So what I wanted to achieve was to pass a predicate to an algorithm in the form of LargerThan(30) where the template part of it takes care both of storing the data value (in this case 30, but could be a 'c') and deducing the type we compare from out of it, so in this case int. So I have a function LargerThan(Type) that returns a function pointer and passes down the value to an helper function which takes both the value and the deduced type, so I don't have to type them myself. Problem is, this helper function still has an auto in the first template parameter, and the compiler doesn't like this How would you make this work trough template magics? #include <iostream> #include <vector> #include <algorithm> using namespace std; //// template<size_t TestCase,typename Type> bool LargerThan_NoDeduction(Type value) { return value > TestCase; } //// template<typename Type> auto LargerThan(Type TestCase)-> bool(*)(Type) { return LargerThan_helper<TestCase, Type>; } template<auto TestCase, typename Type> //auto here is not liked!!! bool LargerThan_helper(Type value) { return value > TestCase; } //// int main() { vector<int> vec{ 0,11,21,35,67,102 }; //Must specify size and type. auto p = find_if(vec.begin(), vec.end(), LargerThan_NoDeduction<30,int>);//WORKS if (p != vec.end()) { cout << *p << endl; }//WORKS //Deduces type from the value passed. p = find_if(vec.begin(), vec.end(), LargerThan(30));//ERROR if (p != vec.end()) { cout << *p << endl; }//ERROR return 0; }
  13. hi i am new to opengl can someone here tell me how to render this 2d shape i want to make curve or arc in 2d in between two lines its a rough sketch i made i tried the internet but could not find much help beacuse their were no specific tutorials of making arcs or curves
  14. Hello Community, I wanted to seperate drawings - different "IDirect3DDevice9Ex" Devices for different purposes. The problem I have is that Device A is drawing the background and if I add Device B for drawing simple geometricts or even a simple line.. the background turns black but the line is drawn. So I dont really know how to configure device B that it only overwrite the pixels at e.g. destination of the line and not all pixels of device A. So what are the correct settings to archive the mentioned goal ? (D3DPRESENT_PARAMETERS, Present/Clear) ,greetings
  15. Its been a while since I have done C++ and I was wondering if someone could help me understand local variables and what happens they go out of scope So I have this method for creating a vertex shader and it returns a custom class called VertexShader. But before it returns the VertexShader it places it into a std::unsorted_map called vertexShaders //Declared at the ShaderModule class level. Map to store VertexShaders in std::unordered_map<LPCSTR, VertexShader> vertexShaders; //Method to create a vertex shader. Returns a VertexShader VertexShader ShaderModule::createVertexShader(LPCWSTR fileName, LPCSTR id, LPCSTR entryPoint, LPCSTR targetProfile) { ID3DBlob *shaderCode = compileShaderFromFile(fileName, entryPoint, targetProfile); D3D11_INPUT_ELEMENT_DESC inputElementDescription[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; VertexShader vertexShader(id); //Create a new VertexShader device->CreateVertexShader(shaderCode->GetBufferPointer(), shaderCode->GetBufferSize(), NULL, &vertexShader.shader); device->CreateInputLayout(inputElementDescription, 2, shaderCode->GetBufferPointer(), shaderCode->GetBufferSize(), &vertexShader.inputLayout); shaderCode->Release(); vertexShaders[id] = vertexShader; //Place into the VertexShader map. Places copy? return vertexShader; } Now at the end of the method, right as the return is done, I see that the destructor for my variable vertexShader gets called. And this might sound ridiculous, but I really dont understand why? Shouldn't it live on in memory since it was placed into the vertexShaders map and only when the vertexShaders map is destroyed then the deconstructor for my VertexShader is called? By doing vertexShaders[id] = vertexShader am I really just making a copy and then eventually another deconstructor for the VertexShader placed into the map will be called? Also when using the method the destructor is called twice? VertexShader being returned from the method now also getting destroyed? //Declaration of the vertex shader. Done at the class level VertexShader vShader; //Method that uses the createVertexShader void GraphicsSystem::initialize(HWND windowHandle) { /* Other init code*/ vShader = shaderModule.createVertexShader(L"default.shader", "VertexShader", "VShader", "vs_4_0"); }
  16. Hi there, In my engine, the window in z-space to be culled by GL is very thin. Sprites have to be set at 1-5 units from the camera for not be culled, closer or farther than that won't be rendered. Camera is orthographic with 0.1 near plane and 100 far. Please, give me some hint of what's going on. Thanks in advance.
  17. C++ Player out of tile map

    Hi! I made a tile map reading from a file. Almost everything works good, but when a player go out of map, program runs into an error and says that "vector subscript out of range". My question is how to make check for it Drawing map : void GameplayScreen::DrawMap(SDL_Renderer *renderer) { for (int y = map.size() - 1; y >= 0; --y) { for (int x = getStartBlockX(), xEnd = getEndBlockX(); x < xEnd && x < map[y].size(); ++x) { if (map[y][x] != "0,0") { int tempX = atoi(map[y][x].substr(0, map[y][x].find(',')).c_str()); int tempY = atoi(map[y][x].substr(map[y][x].find(',') + 1).c_str()); srcRect.x = tempX * 32; srcRect.y = tempY * 32; srcRect.w = 32; srcRect.h = 32; destRect.x = x * 32 + posX; destRect.y = (y * 32 + posY); destRect.w = 32; destRect.h = 32; vBlock[Earth]->Draw(renderer, srcRect, destRect); } } } } getStartBlockX returns first map block, getEndBlockX returns last, so it's like render on screen only a piece of map, not all blocks. tempX returns x coordinate of tile image, tempY y coordinate. So, for example, if map is like : 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 1,0 2,0 0,3 1,0 1,0 0,0 is first block image, 1,0 is one next to the first, 0,3 is 2 under the first block etc.
  18. Hello, I just found out about https://github.com/shader-slang/slang. It's a shader language and accompanied by a library that is supposed to make it easier to work with modular shaders. What do you think about that? Here is the paper that describes the concept: http://graphics.cs.cmu.edu/projects/shadercomp/he17_shadercomp.pdf Thanks in advance
  19. Engine Core Features

    So here again with some more opinion/discussion related topic about what features should/are normally be related into a game engine's core system from the implementation side of view. With a huge time I invested into writing and even more into research for my very own game engine project, there were as many differences as there are to coding guidelines. Especially open source engines (Urho3D, Lumberyard) and those that offer there source code (Unreal, CryEngine, Phyre) change during the centuries depending on current technical, coding and hardware standards. They all consist of third party code and libraries that are set apart from the core system bur rely on it. Now I'm on a point where I want restructure/cleanup my project(s), removing obsolete and integrate prototyping code as same as change the growing code base to have a better clean managed file structure. The question that has had to emerge for long or short is what parts of the code base should be a core feature in order to keep the core system clean and flexible. Again reading many cross references it pointed some similarity out but also huge differences (like Unreals hashing/encryption code beeing in core) so I made a list of important stuff any game needs (I left out platform specifics and audio/renderer here because they are platform dependent and should stay in an own module/system) Allocator (memory management) Math (Vector, Matrix, Quaternion ...) Threading (Threading, Locks) Container (apart from the STL, Queue, Buffers, certain types of Array ...) String (management, encoding, utils) Input (seen a game without input?) IO (reading/writing files and manage filesystem structure) Type Handling And a list that is optional but may/may not be inside the core code Logging (because it is a development tool) Profiler (see logging) Serialization Plugins Events In my opinion, logging and profiler code is a heavyly used feature in development but is stripped out mostly when deploying a release version, not all games rely on events rather than using other interaction (like polling, fixed function loops) and also the same for plugins and serializing/deserializing data; so what do you think should also be a must have in core system or should go from the list into core system as well as a must have? What else should go outside as an own module/system (into an own subfolder inside the engine project's code base)? Courious to read your opinions
  20. Hi! I implemented front 2 back peeling algorithm same as in NVIDIA demo in my engine. For the one transparent object it work fine, but if camera show two transparent objects simultaneously the second object become brighter on the area of cross of this objects. It's happens when blending peeling result. Probably I need to draw each transparent object separately and then blending? p.s. GL state on peeling blending: GL_DEPTH_TEST = OFF GL_BLEND = ON glBlendEquation(GL_FUNC_ADD); glBlendFuncSeparate(GL_DST_ALPHA, GL_ONE, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); Thank you for the help.
  21. I am working on a tool to auto-generate some C/C++ code by parsing a file. Is there a tool that provides an interface to write C/C++ code like this Struct* pStruct = generator->beginStruct("Material"); { pStruct->addVariable("Buffer*", "pBuffer"); pStruct->addVariable("Texture*", "pTexture"); } generator->endStruct(pStruct); /* Output file struct Material { Buffer* pBuffer; Texture* pTexture; }; */ Now I know its quite trivial to write a tool like this but I am curious to know whether a tool already exists. Seems just like a tool generating json/xml but for C++. Note: I won't be doing any fancy stuff like templates or inheritance. Just pure C structs. Thank you
  22. I encapsulated Physics and Graphics with ECS successfully. Here is a simplified version :- Physics Rigid Body = Physic_MassAndInertia + Physic_Transform + Physic_Shape Graphic Polygon Body = Graphic_Transform + Graphic_Mesh I usually set their transform via :- findService<Service_PhysicTransform>()->setPosition(physicEntity,somePos); findService<Service_GraphicTransform>()->setPosition(graphicEntity,somePos); It works so nice, and there is no problem in practice, because I always know its "type" (physic/graphic). However, I notice that Physic_Transform and Graphic_Transfrom are very similar and duplicate. For the sake of good practice and maintainability, I consider to group them into Generic_Transform. findService<Service_Transform>()->setPosition(anyEntity,somePos); //cool However, there is a little difficulty. The physic transformation is quite complex for a child inside a compound body. Assume that a physic body B is a child of a compound body C. In this case, B's transformation component currently has no meaning (by design). If I want to set the child transformation setTransformation(B,(x,y,45deg)), my current physic engine will not set the B's transformation directly - it will set C's transformation that make B's position match (x,y,45deg). Thus, it is not so practical to group them, except I code it like (ugly and worse performance):- class Service_Transform{ public: void setPosition(Entity B,Vec2 pos){ bool checkIsPhysic = .... //check if B is physic if(checkIsPhysic){//physic Entity compound = .... //find C ComponentPtr<Transform> cCompound = compound.get<Transform>(); cCompound->pos=pos*someValue; //calculate some transformation for C }else{//graphic ComponentPtr<Transform> cTransform=B.get<Transform>(); cTransform->pos=pos; } } } Should I group them into 1 type of component? I probably should not group them because its meaning and related implementation are very different, but I feel guilty ... I may miss something. Advice about other things are also appreciated. Thanks. Edit: Hmm... I start to think that grouping component is OK, but I should still use 2 function (from different service/system). Edit2: fix some code (pointed out by 0r0d, thank)
  23. I'm looking into using raw input on windows for keyboard/mouse detection and I see there are const values for keys such as VK_SHIFT, VK_NUMPAD5, VK_F7 available for me to use but I have no constants for keys like A, S, D, W, 1, etc. Even on the windows documentation those keys have no associated constant, it only shows the key's HEX value. So my question is am I missing something like a header file that has these virtual key const defined or is this done on purpose? If it is done on purpose what is the reasoning behind it?
  24. C++ Code Review? Please?

    I'm a C++ newbie, and I heard a lot that the best way to learn how to code is actually code. So I tried. The project is still in progress so please don't be embarrased. At least I think it's tiny enough to be read quickly. Here it is https://github.com/FennecFix/Delirium/tree/master/src It written in C++ with use of Oxygine framework. Please don't mind the commit comments, it wasn't intended to show in public. I really want to aks you to point out any flaws of my code