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Hacking the monolithic entity system

Hi and welcome back! This time I’m going to talk about a trick I used on the old PS2 game ’24 The Game’ to save over 30% of a frame by hacking the game’s monolithic entity system.The monolithic entity...

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Entities-Parts II: Interactions

The previous article in the series, Game Objects, gave a broad overview of entities and parts, an implementation for the Entity and Part class, and a simple example showing a lopsided fight between a...

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A Long-Awaited Check of Unreal Engine 4

On March 19, 2014, Unreal Engine 4 was made publicly available. Subscription costs only $19 per month. The source codes have also been published at the github repository. Since that moment, we have...

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Creating a Very Simple GUI System for Small Games - Part I

If you are writing your own game, sooner or later you will need some sort of user interface (or graphic user interface = GUI). There are some existing libraries lying around. Probably the most famous...

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Creating a Very Simple GUI System for Small Games - Part II

In the first part of the GUI tutorial (link), we have seen the positioning and dimension system.You can also look at other chapters:Part I - PositioningPart II - Control logicPart III - RenderingToday,...

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Entities-Parts III: Serialization

BackgroundDownload RPG Battle Example and Java version of Entities-Parts FrameworkDownload C++ version of Entities-Parts Framework I. Game Objects II. InteractionsIII. Serialization (current)The...

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Orbital Debris – Making an HTML5 Game With Phaser

This is Orbital Debris, a small game I made in HTML5 with Phaser for a game jam organized by FGL. It won 3rd place! :) Considering I only had 48 hours and was working with technology I’d never used...

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Creating a Very Simple GUI System for Small Games - Part III

In part one, we familiarized ourselves with positioning and sizes of single GUI parts. Now, its time to render them on the screen. This part is shorter than the previous two, because there is not so...

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Pathfinding and Local Avoidance for RPG/RTS Games using Unity

If you are making an RPG or RTS game, chances are that you will need to use some kind of pathfinding and/or local avoidance solution for the behaviour of the mobs. They will need to get around...

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Abusing the Linker to Minimize Compilation Time

AbstractIn this article, I will describe a technique that reduces coupling between an object that provides access to many types of objects ("the provider") and its users by moving compile-time...

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Anatomy of an Idle Game - A Starters Guide to AngularJS

A little background is an order first I think to give some context to what you are reading. I’ve been a software engineer for over 10 years but during that time I have done very little web development....

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How Alias Templates Saved my Sanity

Before we begin...This article has been reformatted to be more readable on GameDev.net, the original can be found at the following blog.Are you sitting comfortably?C++ supports two powerful...

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Basic sound manager for your project

I have always been sort of terrified when adding sound to my games. I have even considered to make the game without sounds and ran a poll about it. Results were approximately 60:40 for sound. Bottom...

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Noise Generation

Any time you need to procedurally generate some content or assets in a game, you're going to want to use an algorithm to create something that has both form and variation. The naive approach is to use...

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Procedural Level Generation for a 2D Platformer

Jack Benoit is my latest mobile game, a not-so-original 2D platformer for Android. My goal was to make a fast, responsive game for mobiles, with the best possible controls, and to have complete...

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Making a Game with Blend4Web Part 5: Dangerous World

We continue the exciting process of creating a mini Blend4Web game. Now we'll introduce some gameplay elements: red-hot rocks which fall from the sky and damage the character.New objects in the Blender...

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Building an Open-Source, Cross-Platform 3D Game with C++, OpenGL and GLSL,...

If this is the first time you hear from me, please note that, instead of writing this article, I could have written the tenth part in a series of blog posts, reporting on the progress of a project...

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A Resource Manager for Game Assets

PreambleThis article has been written based on my personal experience, if you think you are offended in some ways because of my personal opinions about programming and / or my coding style, please stop...

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Pre-Structure Phrases for Internationalization

Key-value pair is a commonly seen format to store phrases for translations. However, it is not enough for most of the cases especially for games that involve a lot of items and characters. Characters...

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Procedural Generation of Puzzle Game Levels

If you ever wanted to create a puzzle game you probably found that implementation and coding of game rules is relatively easy, while creating the levels is a hard and long-lasting job. Even worse,...

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