The Austin Game Initiative today announced that it has teamed up with Criterion Software to host "LivePitch GameOn!" sessions at the Austin Game Conference, to be held Sept. 11-12, 2003, at the Austin Convention Center. GameOn! is Criterion Software's respected industry matchmaking... Read more »
Exchange ideas and gather tips from the experts at the premier gathering for developers, programmers, designers--anyone with a passion for games! Come to the Xtreme Game Developers Xpo September 6-7, 2003 in Santa Clara, CA. Premier Press, in close cooperation with André LaMothe, has taken the XG... Read more »
The DevMaster.net forums now has forums related to Game Design and Math & Physics. DevMaster.net invites you to join the forums and become an active member of the online DevMaster community. You are most welcome to ask questions, post ideas, or discuss something in general regarding game/grap... Read more »
Java Bindings for OpenAL Project (JOAL) has completed porting all the OpenAL tutorials into Java. Athomas Goldberg at Sun Microsystems has done an excellent job in adapting and providing the ports. A full adaptation of the tutorials to Java is provided on the Java Bindings For OpenAL Project page... Read more »
MSDN's DirectX Developer section posted a new article which introduces the new Managed Direct3D Graphics API in the .NET Framework. According to the introduction, "This article introduces the fundamental concepts of the unmanaged Direct3D architecture and illustrates how the managed Dir... Read more »
Tom's Hardware has posted an article entitled: Will Open Source Save Hardware?. Open source in game development is also discussed in that article. Read more »
There is a new version of the ReplicaNet Freeware SDK available. Please go to http://www.replicanet.com/ to find out more. ReplicaNet is a multiplayer networking library designed to eliminate the need for specific networking knowledge. Using our special Replica Object technology enables the progr... Read more »
glInfo displays the OpenGL driver information and extensions for your video card. It run under Windows and comes with free source code (based on WTL). You may also use it to browse for the extension description at the OpenGL Extension Registry. Read more »
DIY Games.com is proud to announce the "Indie Games Festival 2004 Entry Free Contest." One or more lucky developers will have their entry fee into the 2004 Independent Games Festival paid for by DIY Games and its sponsors, no strings attached. The $100 entry fee attached to the IGF can Read more »
Unnamed security researchers report to have have made the Xbox console run Linux without a mod chip. CNET’s news.com is reporting that an un-named group of “Xbox security researchers” have found a way to make Microsoft’s game console run the Linux operating system without the need for a tradition... Read more »
GameProgramming.org is now accepting applicants for the Fall Quarter classes. We offer free classes in game programming at no cost to you. Head over to us for more information! Read more »
The Austin Game Initiative today announced 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 business strategies for emerging products a... Read more »
Hello again fellow coders. I'm back after a fairly long hiatus with another tutorial on the OpenAL api. And I think this will be a beefy one. I would first like to thank the community for their support thus far in the series. I want to put out some special Read more »
A Look at Real-World Physics I know this will be boring review for anyone with a course in high school physics, but lets humour ourselves. The Doppler effect can be a very tricky concept for some people, but it is a logical process, and kind of interesting when you get Read more »
We've been doing some pretty simple stuff up until now that didn't require us to be very precise in the way we've handled things. The reason for this is that we have been writing code for simplicity in order to learn easier, rather that for robustness. Since we are going Read more »
At this point in the OpenAL series I will show one method of having your buffers be shared among many sources. This is a very logical and natural step, and it is so easy that some of you may have already done this yourself. If you have you may just Read more »