Design Tradeoffs For Customized Script Interpreters
A person can always use a common off-the-shelf scripting language, such as Lua or Python or Squirrel or JavaScript or similar, but sometimes there may be reason for a person to implement their own...
View ArticleHackathon: iOS game in 7 days
In this article I would like to share with you the story of creating our company’s first iOS game at a hackathon event, using a wonderful 2d graphics engine Cocos2d. It covers some technical problems,...
View ArticleCross Platform Test Driven Development Environment Using CMake (Part 4)
In part 3 of the series, we finished up with the last target type and then added the desired unit testing library with a simple example of usage. The initial work was all about getting simple things to...
View ArticleManaging Decoupling
The only way of staying sane while writing a large complex software system is to regard it as a collection of smaller, simpler systems. And this is only possible if the systems are properly...
View ArticleC++: Custom memory allocation
Note: This article was published prematurely and is still undergoing work. Some additional sections need to be added to complete the article. This message will be removed when the article is...
View ArticleIntersection Math & Algorithms - Learn to Derive
One of the most important group of algorithms inside game engines are intersection algorithms. Even though there are plenty of sites showing code for intersection algorithms, there are only a few...
View ArticleGame Development with Win32 and DirectX 11 - Part 00: Setup
Writing a complete game from scratch can be difficult, even for a seasoned programmer. In this tutorial series, I'll walk you through the development process of a full-fledged game written from the...
View ArticleBit Fields
During a discussion on GameDev recently, I suggested someone use a bit field as a method to avoid having to deal with various masking and shift operations in a manual and potentially buggy manner. The...
View ArticleWhy Kickstarters Fail and How to Avoid It
As an introduction let me just say I've been working as a liaison between Nintendo and indie developers for the past few months and have succeeded in bringing over around 15-20 new indie games to Wii U...
View ArticleManaging Decoupling Part 2: Polling, Callbacks and Events
In my last post, I talked a bit about the importance of decoupling and how one of the fundamental challenges in system design is to keep systems decoupled while still allowing the necessary...
View ArticleThe Infinite Game
Designing for longevity... how? Making a game last long is a challenge. Making it last forever isn't any easier either. How to achieve infinite gameplay? How to extend the game's content without...
View ArticleWhy I'll Never Work on First-Person Shooters Again
Microsoft has a term they like to throw around: a Career-Limiting Move (CLM). Refuse to take point on a major project from your manager? You’ve just committed a CLM. Accidentally send that witty,...
View ArticleWriting Game Music
Although often overlooked, music is fundamentally important to the quality of a game. It is tied with the game's image and recognition. The themes of Mario and Zelda, for example, are instantly...
View ArticleTaking Slender apart, an Introduction to Horror Games
Slender is one of the few games that truly delivers a gripping, horrifying experience. While there is a so called "Survivor Horror" genre in the AAA games industry, when it comes to scaring your...
View ArticleD3D11 Tessellation In Depth
The PipelineConsider the typical flow of data through the programmable pipeline:Input assembler -> Vertex shader -> Pixel shaderBuffers containing per-vertex data are bound to the input...
View ArticleManaging Decoupling Part 3: C++ Duck Typing
Previous ArticlesManaging DecouplingManaging Decoupling Part 2: Polling, Callbacks and EventsSome systems need to manipulate objects whose exact nature are not known. For example, a particle system has...
View ArticleNotes on GameDev: Jenova Chen
Originally published on NotesonGameDev.net October 27, 2008 Jenova Chen, creator behind the multi award-winning student game Cloud and flOw, co-founder of thatgamecompany, is dedicated to expanding the...
View ArticlePitch Your Game: Pitching Tips from a Game Industry Catcher
In the past few years as a producer for GarageGames I’ve reviewed hundreds of video game pitches from developers and studios. Having seen the good and the bad, I offer practical tips to help...
View ArticleCreative process in conceptual and graphics development in videogames
Conceptual image The conceptual image is linked to an idea’s development whose elements try to define it in broad strokes. In the artistic creation field it’s quite common to use it as first resource...
View ArticleManaging Decoupling Part 4: The ID Lookup Table
Previous ArticlesManaging DecouplingManaging Decoupling Part 2: Polling, Callbacks and EventsManaging Decoupling Part 3: C++ Duck TypingToday I am going to dig deeper into an important and versatile...
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