Notes on GameDev: Tamir Nadav
Originally published on NotesonGameDev.net October 22, 2008 Tamir Nadav, formerly a programmer who has marked his path out as a game designer at KingsIsle, has been involved in the industry for over 5...
View ArticleWhat You Are Worth to a Development Team
I would like to start off explaining a bit about this article on the whole before diving into the content of it. First I should mention that this article began its life as a journal entry of mine, my...
View ArticleDynamic 2D Soft Shadows
The aim of this document is to describe an accurate method of generating soft shadows in a 2D environment. The shadows are created on the fly via geometry as opposed to traditional 2D shadow methods,...
View ArticleNotes on GameDev: Dane Olds
Originally published on NotesonGameDev.net September 24, 2008 Ready for a Retro-Future with customizable characters and a wide range of new creative "homemade weapons" to blast away your nuclear waste...
View ArticlePractical Cross Platform SIMD Math
Math and math types are the glue which holds a game together: collision, physics, movement and a multitude of other game elements are basically just large math problems to be solved. A well created...
View ArticleVectors and Matrices: A Primer
Preface This article is designed for those who need to brush up on your maths. Here we will discuss vectors, the operations we can perform on them, and why we find them so useful. We’ll then move onto...
View ArticleGame Development with Win32 and DirectX 11 - Part 01: The Basic Framework
IntroductionAlright, now its time to get our hands dirty in some code. Before we move forward, please make sure you have read the first lesson in this series where we get all our prerequisites in...
View ArticleMath for Game Developers: Intro to Vectors
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 ArticleSwept AABB Collision Detection and Response
Collision detection is an area of game development that scares most into using third party physics APIs due to its seemingly vertically-steep learning curve. Most programmers understand the...
View ArticleGetting started with Team Foundation Service: Part 1
In this article we discuss the reasons for using a source control and continuous integration system. We then talk about how to get started with Team Foundation Service - Microsoft's cloud-based service...
View ArticleMath for Game Developers: Advanced Vectors
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 ArticleThe Programming Primer
I have been seeing a lot of confusion with some of our beginning level programmers on the forums lately, namely in what programming language(s) they should be learning, what languages are used for what...
View ArticleGetting started with Team Foundation Service: Part 2
This is the second and final part of the "Getting started with Team Foundation Service" article. In part one, we learned why using Team Foundation Service delivers benefits with agile planning,...
View ArticleMath for Game Developers: Intro to Matrices
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 ArticleDebunking Prejudices Against Infinite Games
Infinite game, redefined Previous articles of mine about infinite games, which I had posted in multiple game developer-centric sites, had gathered some interesting replies that showed some deep...
View ArticlePractical Cross Platform SIMD Math: Part 2
Having created a starting point to write a math library using basic SIMD abstractions, it is time to put in some real testing. While unit testing gets you halfway to a solid library, a primary part of...
View ArticleBuilding a First-Person Shooter Part 1.0: Creating a Room
This is the first lesson in a set of tutorials that demonstrate how to build a complete first-person shooter game, from start to finish. Download the files used in this lesson: FPSGame.zip Getting...
View ArticleNon-Linear Story Lines
We have all heard of linear and non-linear storylines. Linear stories aren’t necessarily an indication of a boring story, but a non-linear story can definitely make a boring story interesting, if you...
View ArticleIndie tutorial: Starting a project and forming a team
If you’re creating your first game ever and you don’t know programming or you can’t draw… don’t look for someone that will help you with it. If you’re more of an artist download GameMaker or Stencyl...
View ArticlePathfinding concepts, the basics
As an old saying goes: if you can’t explain it, then you don’t master it. This will serve as a starting point to others that might be on the same path I was a few months ago: trying to understand the...
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