Pupping - a method for serializing data
IntroductionSerialization is the process of taking structures and objects along with their states and converting them to data that is reproducable with any computer environment. There are many ways to...
View ArticleGame Engine Containers - handle_map
IntroductionThis article explores the creation of a data container for game programming. This container is meant to take the place of C++ standard library containers such as std::map and...
View ArticleShadows and light on Kepler 22
OverviewAs many of you know lighting a wide environment on a mobile game can be quite a challenge. Static appraches, like lightmaps, require far too much memory and dynamic tecniques too much cpu and...
View ArticleGPS on the Microsoft Hololens
IntroductionThe Microsoft Hololens technology provides a myriad of possibilities, from its speech recognition, to the gaze and gesture controls, all in an untethered environment. But there is one...
View ArticleSerious 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...
View ArticleStatic, 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...
View ArticleBuilding 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...
View Article9 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...
View ArticleAutomata, Virtual Machines and Compilers - Part 2
Welcome to the second article on the topic of Automata, Virtual Machines and Compilers. This time around I'm going to show and explain how to extend the original source code in the first article I...
View ArticleDiscussing Errors in Unity3D's Open-Source Components
Unity3D is one of the most promising and rapidly developing game engines to date. Every now and then, the developers upload new libraries and components to the official repository, many of which...
View ArticleGameDev Protips: 5 Basic Yet Highly Effective Marketing Strategies
Indie developers are mostly brilliant when it comes to constructing their game but when release time comes many are often left with the question: “How do I get people to notice my game?” There really...
View ArticleTop 5 Most Expensive Game Localization Mistakes
This article was originally posted on Level Up Translation's blog on August 19th 2016. Gaming is one of the few truly global industries, filled with passionate fans (like us) who really care about...
View ArticleProcedural Modeling of Buildings with Shape Grammars
IntroductionImprovements in computer hardware have made the reproduction of larger and more detailed urban environments possible and the users are demanding the full use of such capabilities. However,...
View ArticleRapid Prototyping Tip: Defining data as code files
When you're trying to churn out a game fast, it might make more sense to define your items, texts or conversation in code files. Here's how to do it, an example from my current project. On my first...
View ArticleAdvertising Your Game – Playing fairly when it comes to sponsored reviews
In July this year Warner Brothers were wrapped on the knuckles by the American advertising watchdog, the Federal Trade Commission (the FTC). The FTC found that Warner Brothers had failed to adequately...
View ArticleIntermediate Advanced Mercurial DVCS (Hg) tips
Why use Mercurial? Why use command line tools?Mercurial (Hg) is a powerful and sleek distributed version control system. It's quick and gives you the ability to do anything you'd ever want with source...
View ArticleAnomalies in X-Ray Engine
The X-Ray Engine is a game engine, used in the S.T.A.L.K.E.R. game series. Its code was made public in September 16 2014, and since then, STALKER fans continue its development. A large project size,...
View Article20 Best Unity Tips and Tricks for Game Developers
Unity is a popular game development platform. It is impressive regarding functionality, and also caters to the different game development requirement. Game developers can use Unity to create any type...
View ArticleHow to implement save/load functionality for games with levels
IntroductionSome games don't have levels. Open world games, flappy bird, ..and can't think of another example right now, but some games have levels. In this article, I will talk specifically about...
View ArticleComposing Adaptive Music (Non-linear)
AKAudio is an online Sound Design Studio. We compose music from youtube jingles, cinematic shorts and adaptive video game music. In this video tutorial we would like to show you some of the techniques...
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