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Online Video Game Engines: Discover Why You Should Use Them

Onine video game engines are a new concept for many developers who are used to using desktop tools. In this article, we’re going to go through the advantages and disadvantages that a solution like this...

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The Unity Tools Used to Develop Our FPS

Hey, there. My name is Guillermo, I'm one of the co-founders of CremaGames, and this is my first post on GameDev.net. After a few friends and gamedevs told me they liked the Unity tools we recommended...

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Unreal Engine 4 C++ Quest Framework

Lately, I have been working on a simple horror game in UE4 that has a very simple Objective system that drives the gameplay. After looking at the code, I realized it could serve as the basis of a...

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Industry Producer Interview project part 1: Job Analysis of a Games Producer

PrefaceGreetings, This article is the public posting of the 1st part of a project I conducted while I was at University of California Irvine, under an Industrial organizational psychology course,...

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A Brain Dump of What I Worked on for Uncharted 4

 Original blog post This post is part of My Career Series. Now that Uncharted 4 is released, I am able to talk about what I worked on for the project. I mostly worked on AI for single-player buddies...

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Design Guide for Room Scale VR

Introduction</h1> I've been doing virtual reality game development for a year now. In terms of relative industry time, I'm old and experienced. I wouldn't call myself an expert though -- there...

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Integrating Socket.io with Unity 5 WebGL

IntroductionWebSockets are a great choice to implement networking in your Unity WebGL games. WebSockets provide two-way persistent connection to a server. Unfortunately, WebSockets in Unity WebGL is...

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Building tools for Unity to improve your workflow

I think we all consider Editor Tools a great and really useful aspect of Unity. Working with it has allowed us to create prototypes really fast and makes a lot easier to build prototypes, to add new...

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Procedural Generation: Pros and Cons

Originally posted at procgen.wordpress.com In this article I discuss the pros and cons of using procedural generation (ProcGen). This type of analysis is a good way for you to understand when you...

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9 Tips on Localizing Audio

If you have ever dealt with audio recording, whether character voice acting for a game or a voice-over for a video, then you probably noticed that it is not cheap. It is important to do everything...

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Static, zero-overhead (probably) PIMPL in C++

PIMPL (Pointer to IMPLementation, or "opaque pointer") is an idiom used for when you need "super" encapsulation of members of a class - you don't have to declare privates, or suffer all of the #include...

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Serious Sam shooter anniversary - finding bugs in the code of the Serious...

The first-person shooter 'Serious Sam' celebrated its release anniversary on March, 2016. In honor of this, the game developers form the Croatian company Croteam decided to open the source code for the...

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Vulkan 101 Tutorial

This article was originally posted on my blog at http://av.dfki.de/~jhenriques/development.html. Vulkan 101 TutorialWelcome. In this tutorial we will be learning about Vulkan with the steps and code to...

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Procedural Generation: Implementation Considerations

Originally posted at procgen.wordpress.com This article discusses considerations when you are implementing procedural generation (procgen) systems. Define Objectives If you are dealing with runtime...

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Load Testing with Locust.io

This article was originally posted on Kongregate's Developer Blog.Overview With more and more developers utilizing cloud services for hosting, it is critical to understand the performance metrics and...

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Industry Producer Interview Project: Game Development Team Problems Analysis...

PrefaceThe issues and solutions brought up in this are a snap shot in time back in 2/21/2015, as the rest of the academic project I posted here in Part 1, which goes over a detailed analysis of the...

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Troubleshooting Physically-Based Content

Originally published on the Geomerics blog. Physically-based rendering (PBR) is increasing in popularity and with its vast range of benefits, it is no wonder why. Artists can now remove the guesswork...

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Long-Awaited Check of CryEngine V

In May 2016, German game-development company Crytek made a decision to upload the source code of their game engine CryEngine V to Github. The engine is written in C++ and has immediately attracted...

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Decoding Audio for XAudio2 with Microsoft Media Foundation

As I was learning XAudio2 I came across countless tutorials showing how to read in uncompressed .wav files and feed them into an XAudio2 source voice. What was even worse was most of these tutorials...

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Custom Deleters for C++ Smart Pointers

Originally posted at Bartek's Code and Graphics blog. Let’s say we have the following code: LegacyList* pMyList = new LegacyList(); ... pMyList->ReleaseElements(); delete pMyList; In order to fully...

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