Rendering and Simulation in an Off-Road Driving Game
This paper describes some tech details in Spin Tires, a game about a big truck driving through mud/water, crushing trees and everything else on its path. You can download playable demo (100 Mb) and see...
View ArticleHaskell Game Object Design - Or How Functions Can Get You Apples
In this tutorial, we will see one possible way to model game objects in Haskell. To do so, the tutorial proposes several design problems with increasing levels of difficulty. For each of these...
View ArticleHide Objects Blocking Player View
In most isometric-esque RTS-style game views, sometimes pesky walls can pop into view, hindering the player's connection with the protagonist. This isn't good but is easily solvable with many different...
View ArticleBazaarBot: An Open-Source Economics Engine
This availability of commodity physics engines has freed designers to focus on interesting new games, powering everything from Crysis to Angry Birds. The key is straightforward API's that let...
View ArticleUsing XML Technologies for Enhancing Log Files
Welcome to this article on using XML technologies for, what you might consider as, a relatively trivial part of a software library. Whilst this is a game development book, the content discussed herein...
View ArticlePerformance: Why did I just lose 100 FPS by drawing one triangle/sprite?
Once, tasked with making the best game ever, a young programmer spent the day getting the game window to display on-screen. Once displayed, he was eager to know how fast it was rendering at and so...
View ArticleCross-Platform Game Development with Xamarin and MonoGame
FourBros Studio has been continuously developing Taptitude with weekly releases for over two years. Creating and testing updates at such high frequency has been a major challenge for us during this...
View ArticleBuilding a First-Person Shooter: Part 1.3 Keyboard Inputs
Having a player that just stands watching the world go by isn’t much of a game so let’s add in some movement. We will start by adding a few new variables to the constructor: move = 0.0; strafe = 0.0;...
View ArticleBuilding a First-Person Shooter: Part 1.4 Mouse Inputs
Now it’s time to let the player look around using mouse movements. We start again by adding variables for mouse controls into the constructor: sensitivity=1.0; cameralooksmoothing = 2.0;...
View ArticleBuilding a First-Person Shooter: Part 1.5 Running, Jumping, & Crouching
At this point making the player run at a faster speed is a simple two step process, we need to detect if the shift key is hit and then multiply movespeed. We start off by adding in two variables to...
View ArticleBuilding a First-Person Shooter: Part 1.6 Sound
For a final touch we are going to add in sound effects. We begin by declaring a few variables to deal with the footstep sound effects times and frequencies: footsteptimer=Time::GetCurrent();...
View ArticleBVH File Loading and Displaying
In this article we will look at the most common motion capture format: BVH. BVH is an acronym that stands for BioVision Hierarchical data and is used for storing motion capture data. It is simple and...
View ArticleA Full C64 Game - In 2013
Back when I was a wee lad we had a wondrous machine at home, a computer. You could hook it up to your TV and make it do what you wanted. It had color, sound and lots of games. This particular...
View ArticleIntelligent 2D Collision and Pixel Perfect Precision
Please feel free to comment and tell me if I missed something or if there's anything wrong! Feedback is really appreciated!When you're making a 2D game where collision is an important factor, the more...
View ArticleChecking the Open-Source Multi Theft Auto Game
We haven't used PVS-Studio to check games for a long time. So, this time we decided to return to this practice and picked out the MTA project. Multi Theft Auto (MTA) is a multiplayer modification for...
View ArticleC++ Plugin Debug Log with Unity
When I was writing a C++ plugin for Unity in our upcoming iOS game (Shadow Blade), I was thinking that it would be very good if I could write some debug logs into the Unity console. After going on and...
View ArticleHow to Get Started with HTML5
The following article will be a very minimalist and straightforward guide to getting started with HTML5. While it is targeted at beginners, some coding experience is preferable since I won't bother...
View ArticleImprove site load and cache time
IntroductionTechnologies UsedDotNetLess: http://www.dotlesscss.org/Cassette: http://getcassette.net/ImageResizing: http://imageresizing.net/Simple.ImageResizer:...
View ArticleThe Shaming of Pac-Man: A Remake of the Classic From the 80's With A Beginner...
In this long titled article, I will address two things:Firstly, I will present my Pac-Man remake that I prepared for the themed article contest of May. Following a brief technical overview and...
View ArticleParallel Algorithm Framework
Keep it simpleI've been trying to implement a small framework to execute parallel algorithms in my engine. I decided to begin with the frustum culling and for the last week I tried to code a thread...
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