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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...

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Hackathon: 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,...

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Cross 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...

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Managing 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...

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C++: 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...

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Intersection 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...

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Game 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...

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Bit 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...

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Why 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...

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Managing 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...

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The 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...

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Why 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,...

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Writing 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...

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Taking 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...

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D3D11 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...

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Managing 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...

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Notes 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...

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Pitch 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...

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Creative 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...

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Managing 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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