Physically Based Shading For Artists
Hello Ladies And Gentlemen! I'm happy to present you here a quick yet thorough introduction into the world of next gen physically based shading made specifically for artists. My only hope in doing this...
View ArticleWhy Leadwerks? (An Opinionated Reflection on Two Game Engines)
Rain in the ValleyIt's been a rainy week and there is a flu epidemic in Sacramento. Hacker Lab, the city's premier incubator and coworking space, hosted the 4th semiannual Cereal Hack, a 30-hour...
View ArticleHow To Setup a BlackBerry 10 Development Environment to Build Cascades Apps
This is a step-by-step instructional guide on how to setup a BlackBerry 10 (BB10) development environment. This article includes instructions for downloading all the Cascades tools, installing them,...
View Article10 Things You Didn't Know You Needed from Crossplatform Mobile Game Engines
When 2 years ago I started looking for a crossplatform mobile game engine, it was really hard to find one that matched my needs, because as it turns out, I did not actually know what I needed. I was...
View ArticleSkinned Mesh Animation Using Matrices
This article describes a method of animating skinned meshes using matrices.Games often use animated characters which walk, run, shoot, etc. Those animated characters are often rendered using an...
View ArticleFast GUI Rendering using Texture2DArray
A lot of the times when working with custom game engines the UI has always been a struggle, both when it comes to usability and performance. To combat this I have worked a lot with GUI rendering in...
View ArticleMultilevel-Multiplayer with Unity
In this article I will describe my experience with Unity by creating a Multiplayer-Multilevel 3D application. I'm not calling this a "game" because I intend this to be something where you don't need to...
View Article18 Free Online Resources to Learn Game Development and Gamification
I found this great article on online resources and courses for game developers. Sharing it with the community here.
View ArticleHow to Work with FBX SDK
I have wanted to make an FBX Exporter to convert FBX files to my own format for a while. The entire process is not very smooth, mainly because FBX's official documentation is not very clear. Plus,...
View Article5 Bone Fully Rigged Humanoid Character
The Starfish RigHumanoid rig with 5 bones Note: The rig in itself is useless unless a rigged character with a skeleton consisting of at least 9 bones and an inverse kinimatic setup is present to drive...
View ArticlePostmortem: "Pavel Piezo - Trip to the Kite Festival", a game for learning...
As production of "Pavel Piezo - Trip to the Kite Festival" was recently finished I reviewed the material I collected for the Postmortem and found it too much and too diverse to put in one huge article....
View ArticleCreating a Homing Missile in Unity
Homing missiles have been my favorite in all types of games. There is nothing more fun than a fire & forget weapon. Homing missiles will generally lock on to a target & keep following it till a...
View ArticlePath Finding for Innovative Games
This is the first of six articles that treat a new approach for the Path Finding. It's a part of the studies and experience I made in the last years, in the fields of the Artificial Intelligence for...
View ArticleDevelopment of the Game: From an Idea on a Napkin to a Campaign on Kickstarter
Introduction Hello, my name is Andrey Vlasenko. I live in Kharkiv, Ukraine. I am a software developer and work as a CIO in ApexTech company. I want to tell you about the creation of our game...
View ArticleA Blending Animation Controller for a Skinned Mesh
Computer animation has come a long way since computers were invented. The memory capacity and processing units of contemporary machines provides the capability to perform millions of calculations per...
View ArticleSo You Want to Hire a Composer
A step-by-step guide for custom music: Hiring a person to create music for you has the potential to be an extremely mysterious process, but it does not have to be. In the following points, I will...
View ArticleThe Entity-Part Framework: Basics
This implementation of the entity-component pattern has evolved based off my experience using it in my own games and studying numerous articles and implementations on the entity-component pattern. It...
View ArticleAutodesk Character Generator
Games have characters. Movies have characters. In fact, almost every scene that we point a camera at has a character of some kind, so it isn't surprising that the modeling and animation tools offered...
View ArticlePerspective projections in LH and RH systems
I have been writing an DirectX / OpenGL rendering engine recently. As you may know, DirectX is by default associated with a left-handed coordinate system (LH) and OpenGL with a right-handed system...
View ArticlePath Finding for innovative games: Graph Creation and Best Path Selection
In the previous article, I mentioned a new approach you should consider if you want to build next-gen, innovative games, called Biological Path Finding (BPF). I always thought that the most used models...
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