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C++ Plugin Debug Log with Unity

When I was writing a C++ plugin for Unity in our upcoming iOS game (Shadow Blade), I was thinking that it would be very good if I could write some debug logs into the Unity console. After going on and...

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How to Get Started with HTML5

The following article will be a very minimalist and straightforward guide to getting started with HTML5. While it is targeted at beginners, some coding experience is preferable since I won't bother...

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Design Considerations for Custom Binary Formats and Data Compression (Part 1)

While often there are general purpose file-formats or data representations to achieve a goal, sometimes it may make sense to create something a little more specialized, in cases where encoded size may...

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Prototyping with Graphs

Before we start a process of prototyping the location in 3D, usually using tools from a chosen engine, it’s good to illustrate our idea with graphs. Of course, it’s possible to draw only a simple...

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Autodesk Maya LT 2014 Review

You've got to give a lot of respect to indie game developers. Most indie games are labors of love involving long hours with little or no budget. And since they have little or no budget, most indie...

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Grounded Pointers

Not so long ago one of our colleagues left the team and joined one company developing software for embedded systems. There is nothing extraordinary about it: in every firm people come and go, all the...

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Math for Game Developers: Advanced Matrices

Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday we'll learn how to implement one...

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Manual on Development of Visual Studio 2005-2012 and Atmel Studio Plugins in C#

Abstract About a year ago we published in our blog a series of articles on development of Visual Studio plugins in C#. We have recently revised those materials and added new sections and now invite you...

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Parallel Algorithm Framework

Keep it simpleI've been trying to implement a small framework to execute parallel algorithms in my engine. I decided to begin with the frustum culling and for the last week I tried to code a thread...

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Autodesk Maya 2014 Review

Introduction Autodesk Maya 2014 software is available as a stand-alone product or as part of a Suite. The Maya Entertainment Creation Suite 2014 includes Maya, Mudbox, MotionBuilder and Sketchbook...

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GPU Texture Snapshot

As you know, 3D graphics engineering deals with a lot of textures. And often, you need to see what’s in those textures. Especially if they are the result of a rendering pass like your depth buffer,...

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Concentration of all The Lessons in Common Library GLSummary in MFC

Explaining the ConceptNot a long time ago I’ve found the Russian site of NeHe’s OpenGL lessons and thus my study of OpenGL commenced. This is a great idea of people’s tutorial on OpenGL. I hope this...

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Game i18n via IME

Internationalization (usually shortened i18n) is a clear requirement for any successful game and application. Especially when players are allowed to interact (chat) with each other, it is essential...

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DirectX Graphics Diagnostic

Debugging a captured frame is usually a real challenge in comparison with debugging C++ code. We are dealing with hundreds of thousands of more, pixels that are produced, and in addition, there might...

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Implementing Component-Entity-Systems

This is the follow-up to my article from April, Understanding Component-Entity-Systems. If you haven't read that article yet, I suggest looking it over because it explains the theory behind what I am...

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An Open Letter to Young Programmers

One of the awesome things about ArenaNet is that we run a programming internship program that actually does a phenomenal job of preparing people to work in the games industry. This is accomplished by...

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Building a 3D MMO using Websockets

Author's note: This article does not aim to build huge MMO's like World of Warcraft or similar. These games have millions of players and gigantic budgets, and employ many skilled engineers to keep...

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Generating 2D Navmeshes

The idea behind navmeshes is simple: Instead of building a graph of waypoints to represent the paths an actor can take to get from one place to another, we build a mesh that represents the area where...

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Telling an Immersive and Full Story with Mobile App Games

If there is ever any one thing that gets marginalized or passed over with many games, it can be the story actually. For the most part only games with RPG elements are considered to require a good story...

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How the Procedural Map Generation Works in Reactor Heart

This article sums up what I've learnt so far developing the procedural map generation system of Reactor Heart. What I expose here should not be considered the last word on the topic since I'm still...

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