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Shader Cross Compilation and Savvy - The Smart Shader Cross Compiler

IntroductionMany computer scientists suggest that the modern use of shaders originated from the RenderMan Interface Specification, Version 3.0, originally published in May, 1988. In the present,...

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Call Unity3D Methods from Java Plugins using Reflection

Unity is a great game engine to develop mobile games. It brings a lot of functionality with easy to use tools. But as you go deeper in creating Android games with Unity there comes a time when you have...

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Dynamic vertex pulling with D3D11

MotivationThe motivation is very simple: regular hardware instancing is suddenly not enough for the current project. The reason for this is the amount of different trees, for which the simple...

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Automata, 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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XRay Unreal Engine 4.5 source code

The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Although primarily developed for first-person shooters, it has been...

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Improve Player Retention Reacting to Behavior [Server Scripts]

Picture this. After you’ve fought hard to release your game and you’re lucky enough to get a pretty decent number of users downloading your game, they get tangled up in Level #8 and can’t manage to get...

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The Good, The Bad and The WebGL-y

The online world is in the midst of a major evolution. Old HTML ways are making way for the new, improved and interactive world of HTML5 and WebGL. The excitement of the static internet has long-since...

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Debugging - "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...

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Weiler-Atherton in 3D

The well-known Weiler-Atherton Algorithm of the polygons clipping usualy is demonstrated in 2D performance. Nevertheless this idea also works in 3D. The demo programs concerned Weiler2D.exe and...

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Writing Efficient Endian-Independent Code in C++

Once upon a time, there was an article published on gamedev.net [Roy2013], which described a way (as he says, mostly taken from Quake2 engine) to deal with Little-Endian/Big-Endian issues in games....

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Generalized Platformer AI Pathfinding

PreambleIf you're writing a "jump and run" style platformer game, you're probably thinking about adding some AI. This might constitute bad guys, good guys, something the player has to chase after...

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Calling Functions With Pre-Set Arguments in Modern C++

IntroductionA good fellow of mine gave me this interesting problem: pass a pre-stored set of arguments into a function without using std::function. I'd like to share with you my solution to this...

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Cache In A Multi-Core Environment

Cache In A Multi-Core EnvironmentIn my previous article I discussed the use of cache and some practices that can provide increased performance while also teaching you what cache is. I also stated that...

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Designing a Mobile Game Technology Stack

A lot of technology goes into developing stable, scalable mobile games. At Rumar Gaming we have invested a lot of time in building a solid platform before even thinking about game ideas. Our goal was...

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Coverage Buffer as main Occlusion Culling technique

IntroductionRecently I came across a awesome presentation from Crytek named Secrets of CryEGNINE 3 Graphics Technology authored by Nickolay Kasyan, Nicolas Schulz и Tiago Sousa. In this paper I've...

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How the PVS-Studio Team Improved Unreal Engine's Code

This article was originally published at Unreal Engine Blog. Republished by the editors' permission.Our company develops, promotes, and sells the PVS-Studio static code analyzer for C/C++ programmers....

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Math for Game Developers: Probability and Randomness

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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2D Lighting System in Monogame

This tutorial will walk you through a simple lighting/shadow system.Go into your current Monogame project, and make a new file calledlighteffect.fxThis file will control the way our light will be drawn...

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Memory Markers

Memory is something that is often overlooked in combat games, more often than not when a character becomes aware of you in a combatative action game, they remain aware until dead. Sometimes they may...

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Why NASA Switched from Unity to Blend4Web

Introduction Recently, NASA published their press release which mentions the unique possibility to drive around on Mars. I couldn't help myself and right away clicked on the link that lead to an...

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