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Exit Games Announces the Photon Cloud – The Hosted Network Engine for Cross-Platform Multiplayer Games

by Peppermint P Mar 01, 2012 at 15:14

Exit Games today officially unveils Photon Cloud, a hosted network engine for the development of real-time multiplayer games for browser, mobile, PC & Mac. Game developers can now add online gaming features easily and without any server-hassle in a fraction of the time with the Photon Cloud s... Read more »

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Interview With The HeroEngine Team

by WorldGamingExecutives Feb 24, 2012 at 10:36

As 5000+ game developers sign up to HeroEngine, WGE:MAG visits the team and takes a look under the hood. WGE:MAG: What kind of tools does HeroEngine come with? The toolset is huge – the tools (called heroBlade in our engine) include everything the entire team needs for development, except for Read more »

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Free WGE:MAG Issue #3 Out Now

by WorldGamingExecutives Feb 24, 2012 at 00:00

WGE:MAG Issue3 Features Charles Martinet on 'Becoming Mario', Andy Diggle comics writer for 2000AD, The Writers Guild of Great Britain (How to write a video game), Dan Walker -Gadget Man for the Batmobile and Dr.Who, 'Lord British' Game Developer and real life Astronaut and mu... Read more »

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VoiceBunny makes voiceovers affordable for all game developers

by VoiceBunny Feb 24, 2012 at 00:00

Every videogame developer should have access to talented, affordable, voice actors to help bring their characters to life on the screen; we can help. Voicebunny makes it easy to get crowdsourced voiceovers in minutes from a pool of 100,000 professionals - It's "crowdvoicing"! Over ... 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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Develop Native iOS and Android Games, Ebooks and Apps With Updated Gideros Studio

by Atilim Cetin Feb 08, 2012 at 17:47

Gideros Mobile releases new version of Gideros Studio mobile development environment with many new features, including native plugins, Android support, enhanced API and analytics integration, with an easy-to-use IDE. Gideros Mobile’s updated framework is used to create graphically rich and high p... Read more »

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WebGL Playground Allows for Interactive WebGL Development

by Krystian Samp Jan 31, 2012 at 19:22

WebGL playground is an online tool for creating and sharing WebGL projects. It's a straightforward idea: type in your WebGL script and see the results. But the cool part is that the editor and the results are just on the same page and that you get a handful of features Read more »

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xaitment Releases AI source code for no extra charge

by TechSchuey Jan 11, 2012 at 17:41

xaitment announced today that it has made its AI source code available to all current and future US and European customers who license full versions of its AI software modules, xaitMap and xaitControl. The downloadable source code is available at no extra charge for all platforms supported by xai... 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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Cricket Audio now available for free for iOS and Android

by Steve Merel Jan 02, 2012 at 23:43

Cricket Audio, an audio software library for iOS and Android, is now available for free from Cricket Technology. Cricket Audio allows app developers to quickly add sound to their apps with just a few lines of code. It can play sounds directly from memory with low latency, or stream them 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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Linderdaum Engine v0.6.04 Released

by Sergey Kosarevsky Jan 01, 2012 at 18:56

Version 0.6.04 of the Linderdaum Engine SDK has been released. Lidnerdaum Engine is an open source purely object-oriented 3D gaming engine for Microsoft Windows and Google Android. It is based on OpenGL 3/4 and OpenGL ES 2. New version brings in the support of GLSL tesselation programs, mesh skin... Read more »

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PixelLight Engine 0.9.10 Released

by Christian Ofenberg Dec 23, 2011 at 18:02

Version 0.9.10 of the free open-source, cross-platform 3D application framework PixelLight has been released. We're using OpenGL as well as GLSL within our main-renderer and OpenGL ES 2.0 for Android. From this release on we officially support 64 bit and thanks to the growing community we we... Read more »

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Latest Edition of WGE:MAG Released

by John Armstrong Dec 19, 2011 at 11:53

Video gamers are sixty-year-old men who have been largely unsuccessful in their lives. That’s just one view taken from a survey of the female gaming community of Russia which features in the new edition of WGE:MAG which is available for download now . The views were collated by Russian gaming Read more »

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NeoAxis Engine 1.1 Released

by Treidge Dec 16, 2011 at 09:33

NeoAxis Group is pleased to announce that NeoAxis Engine and it's SDK was updated to version 1.1. NeoAxis Engine is an all-purpose 3D engine for game development, simulation and visualization systems creation. New version introduced significant improvements in rendering as well as new pathfi... 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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