The Good, The Bad and The WebGL-y
The online world is in the midst of a major evolution. Old HTML ways are making way for the new, improved and interactive world of HTML5 and WebGL. The excitement of the static internet has long-since...
View ArticleAre You Letting Others In?
IntroductionA good friend and colleague of mine recently talked about the realization of not letting others in on some of his projects. He expressed how limiting it was to try and do everything by...
View ArticleWeiler-Atherton in 3D
The well-known Weiler-Atherton Algorithm of the polygons clipping usualy is demonstrated in 2D performance. Nevertheless this idea also works in 3D. The demo programs concerned Weiler2D.exe and...
View ArticleAre You Letting Others In?
IntroductionA good friend and colleague of mine recently talked about the realization of not letting others in on some of his projects. He expressed how limiting it was to try and do everything by...
View ArticleWriting Efficient Endian-Independent Code in C++
Once upon a time, there was an article published on gamedev.net [Roy2013], which described a way (as he says, mostly taken from Quake2 engine) to deal with Little-Endian/Big-Endian issues in games....
View ArticleHow to Expand Games (and more) Eluding App Store Updating
One key to video game success is to be constantly releasing small updates. This alone might be a compelling reason to develop expandable games. There are a plethora of reasons why games are...
View Article12 mistakes of The Powder Toy Simulator
The Powder Toy is a free physics sandbox game, which simulates air pressure and velocity, heat, gravity and a countless number of interactions between different substances. The game provides you with...
View ArticleCalling Functions With Pre-Set Arguments in Modern C++
IntroductionA good fellow of mine gave me this interesting problem: pass a pre-stored set of arguments into a function without using std::function. I'd like to share with you my solution to this...
View ArticleCache In A Multi-Core Environment
Cache In A Multi-Core EnvironmentIn my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that...
View ArticleHow to Pitch Angry Birds, If It Were an Unknown Indie Game
It’s hard to imagine, but at some point Angry Birds had 0 downloads. It was released by the Rovio game studio in December of 2009 as the company’s 52nd game. Since then, it has been downloaded over 1...
View ArticleDesigning a Mobile Game Technology Stack
A lot of technology goes into developing stable, scalable mobile games. At Rumar Gaming we have invested a lot of time in building a solid platform before even thinking about game ideas. Our goal was...
View ArticleDesigning for multi-age coop play
Over the course of my time developing disney infinity, I ended up creating a list of player types that we regularly observed when conducting coop playtests. The key idea that I learned to push on, was...
View ArticleCoverage Buffer as main Occlusion Culling technique
IntroductionRecently I came across a awesome presentation from Crytek named Secrets of CryEGNINE 3 Graphics Technology authored by Nickolay Kasyan, Nicolas Schulz и Tiago Sousa. In this paper I've...
View ArticleWhen Your Best Isn't Good Enough: A Tale of Failure (Part I)
Creating a video game where once there was nothing can be incredibly difficult. And it doesn’t end there - getting people to care about your game once it’s made can be even harder. It’s no surprise...
View ArticleWhen Your Best Isn't Good Enough: A Tale of Failure (Part II)
This is the second of two part series about failure. In part I we analysed how the Cadence (a.k.a. a musical playground of beautiful puzzles) crowdfunding campaign fell short of its mark. In this...
View ArticleHow the PVS-Studio Team Improved Unreal Engine's Code
This article was originally published at Unreal Engine Blog. Republished by the editors' permission.Our company develops, promotes, and sells the PVS-Studio static code analyzer for C/C++ programmers....
View ArticleMath for Game Developers: Probability and Randomness
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 Article15 Metrics All Game Developers Should Know by Heart
Mobile game analytics can feel complicated. When it comes to metrics, there are hundreds of numbers to track. On the simpler end of the spectrum, there are metrics like downloads, sessions, and DAUs....
View Article3 Steps to Mastering Your Game’s Soft Launch
In one of the largest supermarket outlets in the whole of the UK, just down the road from where your humble blogger lives, sits a kitchen. Built in plain sight, this bizarre little pantry feels a...
View ArticleGet Professional - A Professional Skillset for Software Engineers
Everybody is a great coder It's now over fifteen years since I first got money for a program that I wrote, and since over ten years I consider myself a professional software engineer. When I started...
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