Standard Gameplay and IAP Metrics for Mobile Games (Part 3)
This article continues on from my previous articles (Part 1 and Part 2). In this article we will be looking at using analytics to optimize in app purchases in our example game "Ancient Blocks". As...
View ArticleMaking Machines Learn
General note on this article The following article is all about AI and the different ways that we, at GolemLabs, have decided to address some challenges regarding the development of the EHE (Evolutive...
View ArticleProper Input Implementation
TheoryA input system in a simulation becomes difficult to visualize. Even with tons of informations found on the web about input handling in games, the correct way it's rare to found.There are tons of...
View ArticleHow to create game rankings in WiMi5
Introduction Each game created with WiMi5 has a ranking assigned to it by default. Using it is optional, and the decision to use it is totally up to the developer. It’s very easy to handle, and we can...
View ArticleBanshee Engine Architecture - RTTI & Serialization
Series introductionThis article is part of a larger series describing implementation details of various systems in Banshee Engine. If you are not familiar with Banshee make sure to check out the...
View ArticleMaking a Game with Blend4Web Part 7: Enriching the Game World
We continue our gamedev series about the adventures of Pyatigor! (Yes, this is how we decided to name our protagonist.) In this article, we'll explain how to create environment FX and other details...
View Article10 Tips From Global Game Jam 2015
This year Global Game Jam took place in more than 70 cities all over the world! My team, Galante, participated in Warsaw edition of GGJ – PolyJam2015. The Choice – the game we created won the design...
View ArticleVisual Tools For Debugging Games
OverviewHow much of your time do you spend writing code? How much of your time you spend fixing code?Which would you rather be doing? This is a no-brainer, right?As you set out to develop a game,...
View ArticlePersistent Mapped Buffers in OpenGL
It seems that it's not easy to efficiently move data from CPU to GPU. Especially if we like to do it often - like every frame, for example. Fortunately, OpenGL (since version 4.4) gives us a new...
View ArticleDebugging - "Follow The Data"
IntroductionEveryone looks for quick answers. It's human nature. Here on gamedev, programmers all-too-often attempt to fix problems they encounter with their applications by posting several (or even...
View ArticleSkeletal Animation Optimization Tips and Tricks
Skeletal animation plays an important role in video games. Recent games are using many characters within. Processing huge amount of animations can be computationally intensive and requires much memory...
View ArticleHow to check that a player's PC meets your requirements
IntroductionGenerally, when you write your game, very little thought will initially be given to system specifications. The usual train of thought might be "well it runs on my system, so i'll publish...
View ArticleDoom3 is the proof that "keep it simple" works.
If you search on the web for the best C++ source code. The Doom3 source code is mentioned many times, with testimonials  like this one. I spent a bit of time going through the Doom3 source code. It's...
View ArticleCreating a Movement Component for an RTS in UE4
My name is Dmitry and I'm a programmer at Snowforged Entertainment. Our team is currently working on Starfall Tactics – an upcoming online RTS game based on the Unreal Engine 4. I’ve just finished...
View ArticleThrowing a Winning Pass
In a previous article, the problem of hitting a target with a fixed velocity was discussed and a solution described. In that case, the shooter had the ability to launch the projectile immediately at...
View ArticleCache And How To Work For It
Why Cache MattersSimply put, Cache is a small amount of memory located on your CPU that is used to reduce latencies to main memory (RAM). We have no control over the cache, but programming and storing...
View ArticleArcade Machines and Gaming Library Pigaco - Devlog #0: Introduction &...
The very first arcade consoles had only a single game on each machine. Later, as the hardware evolved, software grew alongside the better machines and different games on the same screen became...
View ArticleAutomated Deployment of Your Game
IntroductionMost of the time, when creating a game as a hobby or in an indie setting, creating the installer and making it available on your website is a last minute decision or an afterthought, once...
View ArticleCrowdin: Localizing Without Pain
Pain-free localization is the dream of everyone who develops software for foreign markets. Interfaces with dense thickets of terms, rendered in many languages, make this dream even stronger. Perhaps it...
View ArticleAutomata, Virtual Machines and Compilers
Greetings! I'm about to step into a bit larger topic that does not seem to be related to games directly, but it actually is. The whole topic is about automata, virtual machines and compilers (and not...
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