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How to Structure a Game

by Josh Klint May 03, 2013 at 02:03

Basic game structure is a topic that many people have trouble with, yet it somehow gets overlooked. In this lesson, I will show you exactly how to set up and structure code for commercial games. Read more »

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Shader Effects: Glow and Bloom

by Nathaniel Meyer Sep 27, 2012 at 00:00

Glow effects simulate the characteristics of a lens that suffers from light bleeding due to a high dynamic range. In photography, most cameras are set to use an average metering algorithm. The camera will analyze the frame and take the average exposure as the midpoint. Anything outside the camera... Read more »

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Shader Effects: Screen Space Ambient Occlusion

by Nathaniel Meyer Sep 14, 2012 at 00:00

When light bounces off a surface, it contributes to the amount of ambient lighting, or environment lighting we see. In a basic renderer, the amount of ambient lighting a surface receives is uniform, making it look rather flat. Ambient occlusion provides a more realistic shading technique by takin... Read more »

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Shader Effects: Refraction

by Nathaniel Meyer Sep 04, 2012 at 14:51

Refraction is the bending of light when passing from one medium into another. When light reaches your eyes, the objects appear bent or distorted in some way. You see this type of physical property whenever you stare at objects within water or when you look off to the horizon on a hot day and see ... Read more »

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Shader Effects: Blend Modes

by Nathaniel Meyer Jul 20, 2012 at 00:00

When compositing two or more images, you mix them together using some sort of blend operation. The common blending operation is to mix the foreground onto the background taking into account the alpha channels between the two. Read more »

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Shader Effects: Gamma Correction

by Nathaniel Meyer Jun 22, 2012 at 00:00

When you view an image on your monitor, the RGB pixels that make up the image are altered in such a way to better accommodate human vision. Human vision is more sensitive to shadows then it is for midtones or highlights. Hardware manufactures account for this nonlinear behaviour by applying a pow... Read more »

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Shader Effects: Depth of Field

by Nathaniel Meyer Jun 10, 2012 at 00:00

Depth of field (abbr. DOF) is a region where subjects appear to be in focus. When a subject moves away from the point of focus, it begins to defocus or blur due to the physical nature of how light interacts with lenses (including your eyes) and projects an object onto a screen. Read more »

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Shader Effects: Shadow Mapping

by Nathaniel Meyer May 07, 2012 at 00:00

Shadow mapping is a hardware accelerated technique for casting shadows in a 3D scene. It has become the industry standard method for casting shadows due to its simplicity, its rendering speed, and its ability to produce soft shadows. This article will go over the shadow mapping technique as well ... Read more »

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Shader Effects: Old Film

by Nathaniel Meyer Apr 13, 2012 at 05:00

The purpose of this interactive shader is to demonstrate how you can use sepia toning, noise, film scratches, and vignetting to produce a classic looking film effect. This is a post-process effect, so you render your scene normally to a texture using a fragment buffer object and then operate on t... Read more »

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Loading and Animating MD5 Models with OpenGL

by Jeremiah van Oosten Apr 02, 2012 at 00:00

In this article, I will show how you can load and animate models loaded from the MD5 model file format. In this article I will use OpenGL to render the models. I will not show how to setup an OpenGL application in this article. If you need to get a Read more »

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The Basics of 3D Lighting

by Nathaniel Meyer Mar 26, 2012 at 00:00

As the first in a series of articles about popular shader effects, this article goes over the basics of 3D lighting through an interactive WebGL demo. You'll learn about the lighting formula using ambient, diffuse and specular reflection, light attenuation, and spotlight effects. This article wil... Read more »

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Understanding BCn Texture Compression Formats

by Nathan Reed Feb 22, 2012 at 03:37

The current state of the art in GPU-supported texture compression is a set of seven formats called BC1 through BC7. These formats are used by almost all realistic 3D games to reduce the memory footprint of their texture maps. This article will get under the hood of each of the seven BCn formats, ... Read more »

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GPU Profiling 101

by Nathan Reed Jan 11, 2012 at 09:17

(Originally posted on reedbeta.com) In the screenshots in one of my posts on my blog, you'll noticed this readout in one corner: As you can see, even though Idyll is at a very, very early stage (it has no textures, only ambient and directional lighting), it still has a fairly complete Read more »

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Dynamic Resolution Rendering

by Intel Jan 02, 2012 at 00:00

The resolution selection screen has been one of the defining aspects of PC gaming since the birth of 3D games. In this whitepaper and the accompanying sample code, we argue that this no longer needs to be the case; developers can dynamically vary the resolution of their rendering instead of havin... Read more »

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Processing Arithmetic Expressions with the Shunting-Yard Algorithm

by Nathan Reed Dec 12, 2011 at 00:33

(Originally posted on reedbeta.com) In game development (or programming in general) it’s not uncommon to have a situation where you’d like to let a user enter an arithmetic formula that your code parses and evaluates. For example, in a shader you might like to have an annotation that specifies how Read more »

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Introduction to Fluid Dynamics

by Michael Gourlay Nov 27, 2011 at 00:00

Video games appeal to our desire to explore and interact with our environment, and adding real-world phenomena-such as fluid motion-allows game developers to create immersive and fun virtual worlds. Recently, physical simulations have become more realistic, but the simulations have largely been l... Read more »

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