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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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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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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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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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Animating Characters with DirectX

DirectX 9 is good! It allows you to import .x files into your game projects unlike newer versions of DirectX. Why not ask yourself, "What do I want in my game?" well, the answer for me is 3D game...

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Matrix Inversion using LU Decomposition

IntroductionThe forums are replete with people trying to learn how to efficiently find inverses of matrices or solve the classic \(Ax=b\) problem. Here's a decent method that is fairly easy to learn...

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Let There Be Shadow!

Shadows in Unity is something that in most cases is a given through the use of surface shaders, but sometimes you don't want to use a surface shader for whatever reason and create your own...

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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.Today, before rendering, we will spend some time and familiarize ourselves with basic element types used...

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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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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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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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Introduction to Unity Test Tools

This article was originally posted on Random BitsUnity Test Tools is a package officially released by the folks at Unity in December 2013. It provides developers the components needed for creating and...

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Ensuring Fluent Gameplay in MusiGuess - Forward-Caching JSON/JSONP with Nginx

After releasing our last game (Pavel Piezo - Trip to the Kite Festival) we began work to finish MusiGuess. MusiGuess is a simple game where the player is presented with four cover arts, hears a preview...

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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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Flexible particle system - The Container

One of the most crucial part of a particle system is the container for all the particles. It has to hold all the data that describe particles, it should be easy to extend and fast enough. In this post...

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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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Making a Game with Blend4Web Engine. Part 1: The Character

Today we're going to start creating a fully-functional game app with Blend4Web.GameplayLet's set up the gameplay. The player - a brave warrior - moves around a limited number of platforms. Melting hot...

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OpenGL 3.3+ Tutorials

Megabte Softworks OpenGL 3.3+ TutorialsHello Guys! My name is Michal Bubnar and I'm maintaining a series of modern OpenGL tutorials. The minimum version of OpenGL used is 3.3, where all of the...

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