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...
View ArticleHow 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...
View ArticleDesign 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...
View ArticlePrototyping 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...
View ArticleAutodesk 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...
View ArticleGrounded 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...
View ArticleMath 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...
View ArticleManual 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...
View ArticleParallel 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...
View ArticleAutodesk 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...
View ArticleGPU 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,...
View ArticleConcentration 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...
View ArticleGame 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...
View ArticleDirectX 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...
View ArticleImplementing 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...
View ArticleAn 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...
View ArticleBuilding 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...
View ArticleGenerating 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...
View ArticleTelling 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...
View ArticleHow 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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