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Game i18n via IME

Internationalization (usually shortened i18n) is a clear requirement for any successful game and application. Especially when players are allowed to interact (chat) with each other, it is essential...

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Implementing Component-Entity-Systems

This is the follow-up to my article from April, Understanding Component-Entity-Systems. If you haven't read that article yet, I suggest looking it over because it explains the theory behind what I am...

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An Open Letter to Young Programmers

One of the awesome things about ArenaNet is that we run a programming internship program that actually does a phenomenal job of preparing people to work in the games industry. This is accomplished by...

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How the Procedural Map Generation Works in Reactor Heart

This article sums up what I've learnt so far developing the procedural map generation system of Reactor Heart. What I expose here should not be considered the last word on the topic since I'm still...

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Introduction to Game Programming with CUDA

Intro to CUDAModern game engines have a lot going on. With so many different subsystems competing for resources, multi-threading is a way of life. As multi-core CPUs have gotten cheaper and cheaper,...

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How To Reverse Time - Introduction to Git, Cloud Computing, and Version Control

This post originally available on my devblog."Are you telling me I need to rework my entire game from scratch!?""If you want to pass, then yes."This is how a conversation went down with one of my...

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Writing Fast JavaScript For Games & Interactive Applications

Recent versions of JavaScript engines are designed to execute large bodies of code very fast but if you don't know how JavaScript engines work internally you could easily degrade your application's...

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Programming By Example - Adding AngelScript to a Game Part 1

Using interpreted scripting languages in games instead of compiling to native code has become very common in games. Using scripting languages allows developers to make functional changes to their...

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Programming By Example - Adding AngelScript to a Game Part 2

For Part 1 of this series please click here: Programming By Example - Adding AngelScript to a Game Part 1IntroductionThis is part 2 of the article Adding AngelScript to an Existing Game. This article...

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Memory Usage Optimization Using Cache

When the processes running on your machine attempt to allocate more memory than your system has available, the kernel begins to swap memory pages to and from the disk. This is done in order to free up...

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Introduction to Octrees

What exactly is an Octree? If you're completely unfamiliar with them, I recommend reading the wikipedia article (read time: ~5 minutes). This is a sufficient description of what it is but is barely...

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Programming By Example - Adding AngelScript to a Game Part 3

For Part 1, please click here: Programming By Example - Adding AngelScript to a Game Part 1For Part 2, please click here: Programming By Example - Adding AngelScript to a Game Part 2IntroductionThis is...

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Math for Game Developers: Triangle Meshes

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...

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Building 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;...

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18 Free Online Resources to Learn Game Development and Gamification

I found this great article on online resources and courses for game developers. Sharing it with the community here.

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Creating a Homing Missile in Unity

Homing missiles have been my favorite in all types of games. There is nothing more fun than a fire & forget weapon. Homing missiles will generally lock on to a target & keep following it till a...

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Building 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...

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The Entity-Part Framework: Basics

This implementation of the entity-component pattern has evolved based off my experience using it in my own games and studying numerous articles and implementations on the entity-component pattern. It...

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T4 Code Generation in Unity

Many Unity APIs use a string identifier, such as the game object’s tag for various things (e.g: checking for a collision with “player”). In this article I explore a different, safer and automated...

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A Critique of the Entity Component Model

The entity component model is all the rave for the last decade. But if you look at the design it opens more issues than it solves. Broadly speaking the entity component model can be summarized as the...

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