(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 IntelBrought to you by the Intel Visual Computing Developer Community Download the source code Watch the video Introduction 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... Read more »
(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 »
Introduction to Fluid Dynamics
by Michael GourlayBrought to you by the Intel® Visual Computing Developer Community Introduction to Fluid Dynamics 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,... Read more »
Introduction to C++ with Game Development: Part 20, Sound
by IGAD of NHTV UniversityIntroduction In this tutorial, you will learn how to add sound to your game, using the FMOD Ex sound library. You will also learn about sound quality, and how to use FMOD for special sound effects, such as echo, reverb, low-pass filters and so on. Digital Sound Sound is stored... Read more »
Introduction to C++ with Game Development: Part 19, Artifical Intelligence
by IGAD of NHTV UniversityIntroduction Like physics, AI (Artificial Intelligence) is an incredibly complex field, and it's always changing. Some companies allocate entire teams to the subject to make their game provide challenging game play. So we can only hope to understand a few very basic concepts in this tutorial. A key point about... Read more »
Introduction to C++ with Game Development: Part 18, Physics
by IGAD of NHTV UniversityIntroduction In this tutorial, you will be introduced to game physics. This is an incredibly broad field, and quite complex too, so you'll really only get a teaser. This will however produce some pretty effects, which you will most definitely appreciate. Physics Many recent games use highly advanced 'physics engines'.... Read more »
Introduction to C++ with Game Development: Part 17, File I/O
by IGAD of NHTV UniversityIntroduction Before we continue with typical game related topics, you need to know a few more general techniques that will help you when you write your games. One of these techniques is file i/o. 'I/O' stands for 'input and output'. You are of course already performing file operations, for example... Read more »
Introduction to C++ with Game Development: Part 16, Research
by IGAD of NHTV UniversityIntroduction In this article we can put away our coding fingers for a moment and focus on an important feature of C++. It is portable and extendable! This portability of code is an extremely important feature of C++ - but it requires that we write clean, well maintained classes or... Read more »
Introduction to C++ with Game Development: Part 15, Mathematics
by IGAD of NHTV UniversityIntroduction If you are like me, you probably hate mathematics. For some strange reason, game development is full of it, yet many game developers consider themselves noobs in this area. It might have something to do with the fact that you get away with plenty of trial and error: once... Read more »
Introduction to C++ with Game Development: Part 14, Fixed Point
by IGAD of NHTV UniversityIntroduction In article 9, you where introduced to the noble art of bitmagic. Here's a quick refresher: multiplying an integer value by (a power of) 2 can be done by shifting its (binary) bits to the left. Division is similar, except this time you shift to the right. So, a... Read more »
Introduction to C++ with Game Development: Part 13, Data Structures
by IGAD of NHTV UniversityIntroduction If you got here in good shape, you learned a lot: you went though the basics of C programming, and got a taste of object-oriented programming as well. In the meantime, you experimented with quite a few game-related concepts. In the second half of the tutorial series you will... Read more »
Introduction to C++ with Game Development: Part 12, Classes
by IGAD of NHTV UniversityIntroduction You have been using a rather fundamental feature of C++ for a while now, and today you'll actually be properly introduced to it. It's the feature that adds the '++' to C, the feature that will add class to your code. Or rather: classes. It's time to get object-oriented.... Read more »
Introduction to C++ with Game Development: Part 11, Tiles
by IGAD of NHTV UniversityIntroduction It's time to introduce you to a great concept for 2D graphics in C++, that you will find very useful and easy to use: Tiles. Tiles are a simple way of displaying 2D graphics for games such as Mahjong, strategic-type turn-based games and so on. We will be using... Read more »
Introduction to C++ with Game Development: Part 10, Arrays
by IGAD of NHTV UniversityIn this tutorial, we're going to look at one of the most common and easy ways to keep track of "things" in C++. Arrays are a simple way of keeping data in order so that it can be accessed and changed using a simple variable called an index. Getting the... Read more »
Introduction to C++ with Game Development: Part 9, Colors
by IGAD of NHTV UniversityIn this article we will return to the numbers that represent colors, as demonstrated in the second installment of this series. This can only be done through the wonderful world of bit magic, which is by the way a very nice place to be, so we will explore it thoroughly.... Read more »
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