There's a new featured article here on DevMaster.net Samuel Ranta-Eskola offers a detailed explanation of Binary Space Partitioning (BSP) theory for real-time engines, along with various implementation details, complexity anaylsis, optimzations, and rendering. The article can be found here Read more »
Washington, D.C. - The Woodrow Wilson International Center for Scholars announced today that it has received a grant from the Richard Lounsbery Foundation to support its Serious Games Initiative. "This is great news for the initiative and the people supporting the wider application of games,... Read more »
September 8, 2003. Beaverton, OR. e-on software, the developer of award winning 3D natural scenery products, announces the forthcoming release of Vue 4 Professional, the newest addition to its line of products for professional 3D designers and digital video production houses. “Professional 3D des... Read more »
ReplicaNet is a multiplayer networking library designed to eliminate the need for specific networking knowledge. Using Replica Object technology enables the programmers of multiplayer games to concentrate on writing a good game. Features included with version 3.8 include: The choice to use Static... Read more »
Well over 600 individuals representing more than 300 companies will participate in the Austin Game Conference (AGC) Sept 11-12 in Austin, Texas. The Austin Game Initiative, producer of the conference, has published the attendee list as of Sept 3 at http://www.gameconference.com/attending.html Att... Read more »
ATI today announced the first full release of their RenderMonkey shader development environment: Support for REFRAST - Completely rewritten HLSL and Assembly editors - Display of HLSL disassembly - Addition of many more HLSL examples - Improved error checking and reporting - many more new feature... Read more »
Gamasutra has posted an article which shows how to compute per-pixel caustics in real time using a procedural technique, and providing implementations in both pure OpenGL and OpenGL + Nvidia Cg pixel shaders. Read more »
BBC has an online article talking about how game graphics are hitting their limits and focus should be on play instead. "Soon most games will come with stunning graphics and realistic worlds, so relying on looks alone to sell a title will not be enough, a leading game maker has Read more »
The Irrlicht Engine is a high performance, cross platform open source 3D engine. Today, version 0.4 has been released with a lots of new features like automatic collision detection, particle systems, realistic water surfaces, zfail stencil buffer shadows, new materials, improved linux support, an... Read more »
DevMaster.net has conducted an interview with Joe Riedel, the developer of the Abducted Engine. The interview can be found here. Read more »
This sample code, using the ARB vertex and fragment programs, demonstrates creating depth shadows (intensity of shadow depends on distance to the light source). Perpixel lighting with bump mapping, specular highlights and gloss are produced in one pass. Includes source and binaries. Read more »
AUSTIN, Texas, August 25, 2003 The Austin Game Initiative working in cooperation with the Academy of Machinima Arts and Sciences announced the 13 Machinima Films to be showcased at the Austin Game Conference Sept 11-12 at the Austin Convention Center - http://www.GameConference.com/. Machinima ... Read more »
The Austin Game Initiative today announced the speakers of the Mobile Track at the Austin Game Conference, to be held September 11-12, 2003, at the Austin Convention Center. The two-day event is designed to inform and educate game industry professionals on next-generation technologies and busines... Read more »
These days a new version of Blender 2.28 was released. Mainly it removes some bugs which were reported. Read more at Blender.org Read more »
The official OpenAL website has been out of service for awhile, but it appears that it is now being updated, with a new (low-key) look. There are links to common OpenAL resources as well as a mailing list for OpenAL news. Visit the site at http://www.openal.org Read more »
The Abducted game engine features realtime lighting and shadowing, per-pixel specular highlights and bump-mapping, along with many more features. It is written entirely in OpenGL. Two articles have been posted, which talk about the graphics engine. The first article introduces the engine design a... Read more »