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Blogs

Category: Programming

Expert Blogs                                                                                 Expert RSS

The Indie Infrastructure: CMS
Posted by Andy Schatz on 02/11/09 03:15:00 pm in Programming
A complex web presence can be either invaluable or a waste of time. If you decide to do any web marketing, like the Wolfire guys, you'd better dive in and do as much as you possibly can. And start with a CMS.
Read More... | 0 Comments
The Engine Blog
Posted by Mark DeLoura on 02/27/09 01:21:00 am in Programming
Welcome to a blog about game engines, that will attempt to clear the fog that has settled around the game engine scene.
Read More... | 0 Comments
The Engine Survey: General results
Posted by Mark DeLoura on 03/02/09 07:52:00 pm in Programming
The game engine survey conducted in February 2009 among industry executives resulted in some interesting information. This post discusses the first, high-level results.
Read More... | 14 Comments
The Engine Survey: Technology Results
Posted by Mark DeLoura on 03/16/09 09:34:00 am in Programming
Recently I surveyed a large group of industry executives, seeking information on their thoughts and perceptions of game engine middleware. Last week I shared the general results of that survey with you; this week we’ll talk about the technology results.
Read More... | 1 Comment
'Real-Time Cameras' And Mark Haigh-Hutchinson
Posted by Mark DeLoura on 05/15/09 07:20:00 pm in Programming
The book "Real-Time Cameras: A Guide for Game Designers and Developers" covers real-time cameras in games, from a cinematographic perspective and a technical perspective. This is the story of how the book came to be, as told in the foreword.
Read More... | 1 Comment
The Power of Compositing  Featured Blogs
Posted by Dan Goodman on 07/23/09 04:44:00 am in Programming
Compositing allow the combination of simple elements into something new and more interesting than the elements themselves. It is extremely useful in game development.
Read More... | 1 Comment
Usability Usability Usability  Featured Blogs
Posted by Dan Goodman on 08/20/09 04:45:00 am in Programming
The importance of usability for game development tools cannot be stressed enough.
Read More... | 6 Comments
When to Throw in the Towel
Posted by Dan Goodman on 09/03/09 04:50:00 am in Programming
When should tools be rebuilt from the ground up instead of simply patched together with some scotch tape and rubber cement?
Read More... | 3 Comments
I'm still alive
Posted by Tommy Refenes on 02/26/09 05:32:00 pm in Programming
I'm an engine man. Something about resource management and threading gets me all hot - an introduction post to Tommy Refenes.
Read More... | 0 Comments
Welcome to Gamasutra Blogs! 
Posted by Chris Remo on 03/04/09 11:52:00 pm in Audio, Game Design, Programming, Production, Visual Art
Welcome to Gamasutra Blogs. We've put together a brief summary of our plans and goals with this new section of the site, as well as some handy guidelines for prospective bloggers. Get in on the ground floor!
Read More... | 24 Comments
Independent Developments
Posted by Jason Bakker on 05/31/09 09:37:00 pm in Programming
About getting a start on independent iPhone development.
Read More... | 0 Comments
Ze iPhone Game: Choosing an Engine
Posted by Jason Bakker on 07/21/09 01:26:00 pm in Game Design, Programming
This post covers my development team's first steps in making our iPhone game, describing the engines and APIs that are currently out there and the decision-making process that I went through in choosing which engine to go with.
Read More... | 20 Comments
Smarter than your Average Zombie
Posted by Benjamin Quintero on 04/12/09 05:02:00 pm in Programming
I thought it would be cool to make Zombies fast and fierce, but I had no idea of the kind of technical issues it would bring.
Read More... | 0 Comments
Help! I Think I Peaked
Posted by Benjamin Quintero on 05/15/09 12:19:00 am in Programming
Have I peaked already? Am I doomed to a title of Project Manager?
Read More... | 4 Comments
What's Wrong With Being Indie
Posted by Benjamin Quintero on 05/25/09 11:22:00 pm in Audio, Game Design, Programming, Production, Visual Art
In my various failed attempts to find strong partners through the years, I've come to a few conclusions.
Read More... | 5 Comments
In Search of More Zombies
Posted by Benjamin Quintero on 07/27/09 03:45:00 am in Programming
The ramblings of a mad man with hopes to gain some perspective on his recent troubles. How many zombies does it take to get to the tootsie roll center of a PCI bus?
Read More... | 1 Comment
Wolfenstein: A Sad Day for PC’s
Posted by Benjamin Quintero on 08/24/09 03:20:00 am in Game Design, Programming, Production
Getting something that feels more like a port than a PC game...
Read More... | 2 Comments
GPU Animation Peak  Featured Blogs
Posted by Benjamin Quintero on 09/29/09 04:15:00 pm in Programming
I'm scratching my head over the old habits of modern animation systems. Have GPU's forced us into a corner?
Read More... | 6 Comments
Homebrew Can Be A Good Thing
Posted by Benjamin Quintero on 10/09/09 02:44:00 am in Programming
My stream of consciousness leads me down the debate of homebrew console development. What do you think; good or bad?
Read More... | 8 Comments
Team Fortress 2 and Source
Posted by Benjamin Quintero on 11/01/09 02:40:00 pm in Game Design, Programming
How long can the Source engine hold out?!
Read More... | 8 Comments
Developers are Cheap!
Posted by Benjamin Quintero on 11/13/09 05:28:00 am in Programming, Production, Visual Art
Working harder, not smarter is a hard trend to break.
Read More... | 4 Comments
Games That Pushed The Envelope... I Salute You
Posted by Luis Levy on 09/15/09 09:04:00 pm in Programming
Games that far surpass their platform’s assumed technical limits fascinate me. Even if they happen to be bad games – and some of them are, indeed – I will still go to great lenghths to add them to my personal collection.
Read More... | 10 Comments
Design Tool Programmers Have No Excuses Any More
Posted by Borut Pfeifer on 05/27/09 05:50:00 pm in Programming
It's so quick to add Perforce integration and Excel import/export to design tools that are used to tune large sets of data, there's really no excuse not to.
Read More... | 2 Comments
Horizontal displacement
Posted by Brano Kemen on 05/30/09 01:50:00 am in Programming
Toying with horizontal displacement in my terrain engine to generate features not possible with common vertically applied noise.
Read More... | 4 Comments
Roads
Posted by Brano Kemen on 06/25/09 10:49:00 am in Programming
Using shaders and vector splines to create roads
Read More... | 2 Comments
Logarithmic Z-Buffer
Posted by Brano Kemen on 08/12/09 02:43:00 pm in Programming
Using logarithmic Z-buffer to get rid of Z-fighting and near plane clipping in large-scale planetary rendering.
Read More... | 5 Comments
Horizontal Fractal Displacement  Featured Blogs
Posted by Brano Kemen on 11/12/09 03:46:00 am in Programming
Another take on the horizontal fractal displacement for fractal-refined terrain rendering.
Read More... | 5 Comments
What Makes Me Think I'm Suddenly A Game Designer?
Posted by Glenn Corpes on 03/10/09 03:52:00 pm in Game Design, Programming
After twenty plus years working in games, mostly as a programmer, I suddenly think I have what it takes to be a game designer as well. Am I kidding myself?
Read More... | 2 Comments
Cross-Platform Development For A Single Platform Game?
Posted by Glenn Corpes on 03/18/09 06:17:00 pm in Programming
I've spent the last few weeks getting my iPhone game up and running on the PC. Several people have seen this as an unnecessary distraction from getting the game finished but it's something I have seen as vital for a very long time now.
Read More... | 1 Comment
The Future Of The IGDA Is Written By You.
Posted by Reid Kimball on 08/03/09 03:19:00 pm in Audio, Game Design, Programming, Production, Visual Art
How the recent controversy regarding Tim Langdell opens the door to shape the IGDA into what its members want from it.
Read More... | 6 Comments
A story about shaders, Part I
Posted by Neil Gower on 03/16/09 07:29:00 pm in Programming, Production, Visual Art
Steve Theodore's article contains a good discussion of some of the key issues in getting artists directly involved in the shader creation process. This is the first of a series of posts about my own experiences on the topic.
Read More... | 0 Comments
A story about shaders, Part II
Posted by Neil Gower on 03/17/09 05:17:00 pm in Programming, Production, Visual Art
When we left off yesterday, artists were at last able to create shaders without having to learn any programming. It seemed like a new age of enlightenment, but was everything really happy in the mushroom kingdom? The story continues...
Read More... | 0 Comments
A story about shaders, Part III
Posted by Neil Gower on 03/26/09 05:50:00 pm in Programming, Production, Visual Art
Even with fancy shader builder GUIs, we can't completely ditch the programmers from the shader creation process. Now explore what's involved in sharing the work between programmers and artists in the artist-driven paradigm.
Read More... | 2 Comments
A story about shaders, Part IV
Posted by Neil Gower on 04/03/09 01:05:00 pm in Programming, Production, Visual Art
The final chapter of this epic saga about shader creation work flow. Time conspires against us, as always, but there are a few tricks that can help avoid an unnecessary crunch.
Read More... | 1 Comment
Is "unity" too few clicks to ask for?
Posted by Neil Gower on 04/06/09 01:55:00 am in Game Design, Programming
Dave Perry recently commented that a major advantage of Gaikai over OnLive is it does not require a download. Tonight I finally got around to trying out Unity3d, which faces a similar obstacle. My impressions of the download barrier...
Read More... | 6 Comments
The taste of TOJam
Posted by Neil Gower on 06/03/09 12:17:00 am in Audio, Game Design, Programming, Visual Art
I've worked in games and entertainment for years, but in the back of my mind I always envied indie projects. This year, I finally stopped thinking about it and jumped in to TOJam #4.
Read More... | 0 Comments
Virtualization: It's Faster Than You Think.
Posted by Neil Gower on 06/23/09 09:00:00 am in Programming
Virtualization is a hot trend in the general computing and IT worlds, but hasn't seen much action in game development. Let's take a look at the performance of a modern virtualization solution to see if VMs really are too slow for game developers.
Read More... | 0 Comments
Game Programmer Books: General Programming
Posted by Neil Gower on 07/08/09 03:10:00 pm in Programming
The beginnings of a recommended reading list for programmers, fortified with member contributions.
Read More... | 5 Comments
Make Your Bed, Eat Your Veggies, and Comment Your Code  Featured Blogs
Posted by Neil Gower on 07/17/09 05:35:00 am in Programming
Sure, we all know we're supposed to include comments with the code we write, but how often do you leave documentation as a chore for the end of development? Here are some tips for making commenting code a little easier.
Read More... | 12 Comments
Code Assertively
Posted by Neil Gower on 08/01/09 07:00:00 pm in Programming
Assert. Some people love it, some hate it. While it can be a bit abrasive, assert is really not so bad once you get to know it a little better.
Read More... | 4 Comments
In C++, Everything is Harder Than You Think  Featured Blogs
Posted by Neil Gower on 08/14/09 04:05:00 pm in Programming
C++ is a great foundation for building games, but you need more than just the core language to get anywhere fast and reliably. If you're not using C++ with STL and Boost, it might be time to upgrade your toolbox.
Read More... | 15 Comments
Using Mutable To Write Better Container Code
Posted by Neil Gower on 10/07/09 03:10:00 pm in Programming
In this post I take a look at how to use "mutable" in C++ while giving in to the urge to over-comment some code.
Read More... | 12 Comments
AI Lessons from Un-Balancing Scrabble
Posted by Dave Mark on 03/18/09 03:05:00 pm in Game Design, Programming
By gradually changing the number of words with odd letters that are in the Scrabble dictionary, the scoring system gradually became unbalanced. This sort of math juggling is something that game designers and AI Programmers deal with all the time.
Read More... | 2 Comments
Pre-GDC Ponderings on the AI Summit
Posted by Dave Mark on 03/19/09 03:44:00 pm in Programming
Why the members of the AI Game Programmers Guild, presenters of the AI Summit at GDC, would be quite happy presenting to each other, even if no one else showed up to watch.
Read More... | 0 Comments
Choices: Not Just For Players Any More!  Featured Blogs
Posted by Dave Mark on 04/10/09 10:36:00 am in Game Design, Programming
Providing non-linear, non-calculatable choices for players is all well and good. However, if we are going to achieve depth in gameplay we need to provide that same depth of choice to our AI NPCs as well.
Read More... | 7 Comments
And the Award for Best Artificial Intelligence goes to...
Posted by Dave Mark on 05/28/09 11:34:00 am in Game Design, Programming
Why is it the arguably single most important element of many interactive games isn't prominently rated, judged, or given awards?
Read More... | 6 Comments
AI and MMOs - The Controversy
Posted by Dave Mark on 09/06/09 04:52:00 pm in Game Design, Programming
There have been numerous posts on Gamasutra lately discussing various aspects of MMOs and how better AI can help. Coincidentally, this is the topic of my lecture at GDC Austin next week. As a sort of "coming attraction" I weigh in on these issues.
Read More... | 25 Comments
GDC 2009 - Day 1 - Surviving Math for Programmers
Posted by Jim McGinley on 03/24/09 03:27:00 am in Programming
One man's attempt to understand the full day tutorial 'Math for Programmers', starring Marq Singer, Jim Van Verth, Squirrel Eiserloh, Christer Ericson and Erin Catto.
Read More... | 1 Comment
TOJam #4 - Friday - 300 feet of Ethernet, Brown Clouds, and no Water
Posted by Jim McGinley on 05/27/09 04:30:00 am in Programming
We thought we were ready. We thought we knew everything that could go wrong. We were fools... FOOLS!
Read More... | 2 Comments
Darwinia+ - Deep And Dirty: Part 1  Featured Blogs
Posted by Byron Atkinson-Jones on 04/17/09 11:58:00 am in Programming
The one about Mother-in-laws, Donald Knuth, the sewers of London and optimizing Darwinia+.
Read More... | 1 Comment
Darwinia+ - Deep And Dirty: Part 2  Featured Blogs
Posted by Byron Atkinson-Jones on 05/20/09 05:38:00 am in Programming
Part 2 of getting deep into the code of Darwinia+ for XBLA in order to speed it up in time for release.
Read More... | 0 Comments
Interviewing In A Skilled Labor Force Industry  Featured Blogs
Posted by Travis Johnston on 05/22/09 05:33:00 pm in Programming
Some thoughts on why you should never stop interviewing, why less interviews can be better and the often overlooked preparation for each interview.
Read More... | 7 Comments
Getting GameMaker to Update Twitter (A Spelunky Example)  Featured Blogs
Posted by Darius Kazemi on 07/06/09 02:14:00 pm in Programming
This blog post outlines how you can get GameMaker 7 to update Twitter, using Derek Yu's Spelunky as a specific example.
Read More... | 0 Comments
A* for Artists
Posted by Adam Saltsman on 04/30/09 01:16:00 pm in Programming
Actually this method might not even be A*. Regardless, I will attempt to break down a simple pathfinding algorithm in layman's terms for artists, musicians, flash programmers, and other non-geeks.
Read More... | 8 Comments
Predictive Firing Mathematics  Featured Blogs
Posted by Kain Shin on 05/15/09 08:33:00 pm in Programming
A while back, I decided to look up algorithms for predictive firing on the internet, but I couldn't find any that incorporated acceleration in three dimensions, so I decided to derive the algorithm myself.
Read More... | 3 Comments
About Wanting What You Already Have.  Featured Blogs
Posted by Gabriel Lievano on 06/10/09 02:16:00 pm in Game Design, Programming
Artificial Intelligence is every day getting smarter and smarter. Not only it is simulating precise behaviour and calculations but also making intelligent mistakes so players think the computer is more like them and less machine. However there's more to
Read More... | 5 Comments
Thinking Out of the Box
Posted by Gabriel Lievano on 06/30/09 08:23:00 pm in Programming
About how to improve the AI's navigation and decision making by implementing Neural Networks and Creative Actions.
Read More... | 8 Comments
Chatbots 102 – Postmortem  Featured Blogs
Posted by bruce wilcox on 06/12/09 06:17:00 pm in Programming
Reviews the results of implementing a chatbot described in "Beyond AIML: Chatbots 102". Suzette won Best New Bot in the 2009 Chatterbox Challenge.
Read More... | 4 Comments
Rendering Plants with Smooth Edges  Featured Blogs
Posted by David Rosen on 09/09/09 11:06:00 am in Programming
Tips for smoothly rendering alpha masked leaves on plants and trees.
Read More... | 2 Comments
Trees In The Breeze  Featured Blogs
Posted by David Rosen on 09/22/09 02:15:00 pm in Programming
A vertex shader is applied to a 'firmness' texture to generate pseudo-random wind motion for Overgrowth's vegetation.
Read More... | 4 Comments
Character Rim Lighting
Posted by David Rosen on 11/03/09 05:09:00 am in Programming
Rim lighting is a good technique for combating the "plaster effect" and allowing soft materials to look soft.
Read More... | 1 Comment
How To Project Decals  Featured Blogs
Posted by David Rosen on 11/09/09 08:17:00 pm in Programming
An explanation of 3D decal projection.
Read More... | 7 Comments
Code Reviews in Practice  Featured Blogs
Posted by Chris Howe on 10/03/09 10:16:00 am in Programming
Code reviews are one of the best things you can do to improve code quality, but the process isn't a silver bullet. These are my observations on what works and what doesn't work when it comes to implementing code reviews.
Read More... | 14 Comments
An Argument For Mono In Games
Posted by Chris Howe on 08/08/09 01:55:00 pm in Programming, Production
A discussion of scripting and the productivity benefits that could come from JIT'd languages, and in particular from embedded Mono.
Read More... | 10 Comments
Guide To Becoming An Independent Game Developer  Featured Blogs
Posted by Alistair Doulin on 11/08/09 02:08:00 am in Programming
Have you ever thought about becoming an indie game developer? Has your game company just gone under, sick of working for publishers or do you just want to break into the games industry? If so, indie game development might be for you.
Read More... | 11 Comments
Using C# For a Commercial Game  Featured Blogs
Posted by Alistair Doulin on 11/17/09 03:38:00 am in Programming
Does the title of this article make you cringe? People have mixed feelings when it comes to C# and the .NET framework. This article outlines my reasoning for using C# for a commercial game on PC.
Read More... | 25 Comments

Member Blogs                                                                                Members RSS

Hobby Video Game Studio looking for Concept Artists, Designers, Writers
Posted by Winston Miller on 04/29/09 12:08:00 am in Audio, Game Design, Programming, Production, Visual Art
As an aspiring game designer/programmer, I am putting together a hobby project to get a bit more experience in team management, design, programming, and the industry as a whole. Posted a call on various sites, repeated here.
Read More... | 9 Comments
Blog opening, thanks Gamasutra !
Posted by Gregory Massal on 03/05/09 07:29:00 pm in Programming
This new blog will contain thoughts about programming, graphics and game programming mostly.
Read More... | 0 Comments
Opinion: I Want Passwords Back  Featured Blogs
Posted by Roberto Alfonso on 04/01/09 11:39:00 pm in Game Design, Programming
Passwords can let you experiment the game in ways the game designer did not expect. If they prolong the gaming time, why can't they be used again?
Read More... | 6 Comments
XNA Quicks - My First Game
Posted by Marc Miles on 03/31/09 08:23:00 pm in Game Design, Programming
Long time web app developer takes a shot at game development and finishes his first game, video and source available as well.
Read More... | 2 Comments
The Tin Idiot Manages Drama  Featured Blogs
Posted by Ron Newcomb on 04/13/09 03:16:00 am in Game Design, Programming, Production
The drama manager: magicware that ensures a good yet interactive story. But why would a writer condone it? How could a programmer build it? And how much should a producer allot it? The first step is to rename it: enter the author-character.
Read More... | 1 Comment
PAX09 Special Report: A Console Love-in  Featured Blogs
Posted by Ron Newcomb on 09/11/09 08:44:00 am in Audio, Game Design, Programming, Production, Visual Art
The Penny Arcade Expo was held last weekend in Seattle. What's a washed-up gamer with no reflexes do? Watch the gamers, and consider the past and future.
Read More... | 0 Comments
Sequels Are Better. For Now.   Featured Blogs
Posted by Ron Newcomb on 09/26/09 06:25:00 pm in Game Design, Programming, Production
Technological constraints temporarily defined a "gamer" to mean a solitary individual, in defiance of the traditional norm. In the same fashion, another unique characteristic of the videogame medium, "sequels are better", is destined to fall.
Read More... | 3 Comments
Gameplay Rules Must Feed Plot Devices  Featured Blogs
Posted by Ron Newcomb on 10/25/09 08:34:00 pm in Game Design, Programming
Ruleset design doesn't end with gameplay. Without certain needs met, some techniques of interactive plot become very difficult. Case in point: integrating psionics with the second edition of Dungeons and Dragons.
Read More... | 8 Comments
Simple Games: Space Invaders
Posted by Richard Clayton on 03/02/09 05:17:00 am in Game Design, Programming
In this post, I demonstrate a very, very simple space invader game played in the web browser.
Read More... | 0 Comments
Simple Games: Point and Click: Part One
Posted by Richard Clayton on 03/03/09 12:15:00 pm in Game Design, Programming
Point and Click in Javascript? Some very, very simple demonstrations. Should work in all (modern) browsers.
Read More... | 0 Comments
Simple Games: Space Invaders Updated
Posted by Richard Clayton on 03/04/09 12:25:00 pm in Game Design, Programming
Half an hour adding sounds and images made this simple ASCII shooter a little better.
Read More... | 0 Comments
Simple Games: Simple Arcade Game
Posted by Richard Clayton on 03/05/09 12:26:00 pm in Game Design, Programming
A simple flip-screen arcade game demonstration in javascript. Shamefully IE only at the moment.
Read More... | 0 Comments
Simple Games: Isometric Maps
Posted by Richard Clayton on 03/06/09 12:29:00 pm in Game Design, Programming
Turning a tilebased array game into an isometric map. In the browser again, naturally.
Read More... | 0 Comments
Bengine
Posted by Benoit Tremblay on 03/10/09 12:51:00 pm in Programming
I am officially launching Bengine. The goal of this engine is to develop a library for making a RPG in 3D with network, sound and everything. The principal aim of this engine is simplicity and reuse.
Read More... | 0 Comments
Bengine: How Do You Make Your Abstract Factory?
Posted by Benoit Tremblay on 03/16/09 07:00:00 am in Programming
The first important feature I defined for Bengine is something that manage the creation of a system (renderer, networking, physics, sounds, ...) with a generic interface. This is called an abstract factory. As Wikipedia define it:
Read More... | 0 Comments
Writing a File Manager for Games?  Featured Blogs
Posted by Orion Granatir on 03/13/09 01:10:00 pm in Programming
There are some less glorious tasks required to make a game. No one really wants to write a file manager. This blog is asking for help to define what is needed for an open source platform independent file manager for games.
Read More... | 2 Comments
The View From Here
Posted by Robert Madsen on 05/31/08 12:05:00 am in Programming
A veteran IT programmer finds new meaning if life as a game programmer.
Read More... | 0 Comments
Running the Gauntlet
Posted by Robert Madsen on 06/02/08 12:07:00 am in Programming
A veteran IT programmer finds new meaning if life as a game programmer.
Read More... | 0 Comments
Running the Gauntlet (Part 2)
Posted by Robert Madsen on 06/13/08 12:08:00 am in Programming
A veteran IT programmer finds new life as a game programmer.
Read More... | 0 Comments
Running the Gauntlet (Part 3)
Posted by Robert Madsen on 07/11/08 12:10:00 am in Programming
A veteran IT programmer finds new meaning in life as a game programmer.
Read More... | 0 Comments
To Infinity and Beyond
Posted by Robert Madsen on 07/29/08 12:11:00 am in Programming
A veteran IT programmer finds new meaning in life as a game programmer.
Read More... | 0 Comments
It's been a while...
Posted by Robert Madsen on 10/30/08 12:11:00 am in Programming
A veteran IT programmer finds new meaning in life as a game programmer.
Read More... | 0 Comments
Keeping it real, man.
Posted by Robert Madsen on 12/01/08 12:13:00 am in Programming
A veteran IT programmer finds new meaning in life as a game programmer.
Read More... | 0 Comments
Post Mortem of a Casual Game
Posted by Robert Madsen on 04/16/09 12:16:00 am in Programming
A veteran IT programmer finds new meaning in life as a game programmer.
Read More... | 0 Comments
Fear, Trembling, and Harsh Reality
Posted by Robert Madsen on 02/06/09 12:17:00 am in Programming
A veteran IT programmer finds new meaning in life as a game programmer.
Read More... | 0 Comments
Introduction to Shaders
Posted by Atul Sharma on 03/18/09 05:27:00 pm in Programming
An introduction to shaders.
Read More... | 2 Comments
White Belts, Game AI and the GDC Aftermath
Posted by Alex Champandard on 04/19/09 08:57:00 pm in Programming
Everything is changing for artificial intelligence in games! These are fascinating times; everyone is at the same time a domain expert and a complete beginner. What's going on?
Read More... | 0 Comments
My quest to break into the industry: I'm back in the game
Posted by Criss Martin on 03/05/09 07:28:00 am in Programming
The quest begins. Learn a little about me and how I plan to accomplish this.
Read More... | 0 Comments
My quest to break into the industry: My First Mod
Posted by Criss Martin on 03/09/09 07:31:00 am in Programming
I've decided to start my quest by creating a mod. When I interviewed with Ritual, one of the questions that was asked was have I ever modded a game. I had spent pretty much the last year and a half working on my custom 3d demo and had never thought m...
Read More... | 0 Comments
My quest to break into the industry: Mini Mod Update 3/17/2009
Posted by Criss Martin on 03/17/09 07:32:00 am in Programming
It's been a busy week so this is the first time I've gotten to work on this in a week. I didn't do much tonight. I added a trace to MyFirstEntity's MoveThink function that performs a trace every time the entity changes direction and logs whether it hit...
Read More... | 0 Comments
My quest to break into the industry: New approach/Coming out party
Posted by Criss Martin on 04/09/09 07:34:00 am in Programming
I decided today that working on my own in my cave might not be the best of plans. I was on the Dallas IGDA website today and found a post in the forums for an "Ad Lib game development group". The group's mission is to get together every 4-6 weeks and...
Read More... | 0 Comments
My quest to break into the industry: Mega Half-Life Man
Posted by Criss Martin on 04/12/09 07:36:00 am in Programming
I've come up with a preliminary game design from my Source mod. It's going to be a 2-d side scroller based on mega man. Since I'm not an artist of any kind, it will use all the models from the Half Life game, I'll just tweak the AI a to make it more 2d...
Read More... | 0 Comments
My quest to break into the industry: XNA Developer Group meeting
Posted by Criss Martin on 04/21/09 07:43:00 am in Programming
My experience at my first XNA Developers Group meeting.
Read More... | 1 Comment
My quest to break into the industry: ZombieBeerRun.com
Posted by Criss Martin on 04/27/09 07:26:00 am in Programming
I got my online portfolio up and running again.
Read More... | 5 Comments
The Start of My Life
Posted by S _ on 05/06/09 07:12:00 pm in Programming
The start of a hardware guy's transformation into a C++ game programmer. Let the sleep debt begin...
Read More... | 1 Comment
Fight monkey of Magic nears completion. AI still a work in progress
Posted by Jesse Demarco on 11/13/09 05:13:00 pm in Programming
Artificial intelligence is hard to perfect. (Have you heard that before?)
Read More... | 0 Comments
To self-educate or matriculate?
Posted by Jerry Davis on 06/14/09 08:15:00 am in Game Design, Programming, Production
To self-educate or matriculate? That is the question most on my mind these days. It has been more than 15 years since I first learned the basics of programming a computer to do what I wanted it to and actually it was with BASIC.
Read More... | 0 Comments
Side projects and quality of life  Featured Blogs
Posted by James Steele on 06/15/09 04:25:00 pm in Programming
My thoughts on side projects at home.
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First Post
Posted by Julio Dutra on 06/22/09 02:37:00 pm in Audio, Game Design, Programming, Production, Visual Art
This is my first post....
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Dreambuildplay 2009 - My project on the road....
Posted by Julio Dutra on 07/07/09 10:58:00 pm in Audio, Game Design, Programming, Production, Visual Art
the development blog of my Dreambuildplay 2009 project: tpilot.blogspot.com
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New TPilot Screenshots!
Posted by Julio Dutra on 08/10/09 03:38:00 pm in Audio, Game Design, Programming, Production, Visual Art
New TPilot Screenshots!
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First Blog
Posted by Chris Lee on 06/29/09 08:31:00 pm in Programming
First blog post !!!!
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Decisions Decisions
Posted by Chris Lee on 07/01/09 07:34:00 pm in Programming
When faced with so many options, how does a designer nail down the best solution.
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Keeping everyone posted
Posted by Chris Lee on 07/07/09 08:14:00 pm in Programming
Updating everyone on my progress.
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Adding AI to a Board Game
Posted by Pedro Santos on 07/23/09 04:20:00 am in Programming
An introduction on how we implemented artificial intelligence on our board game.
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Trying to make an "Age of Empires"
Posted by aniol santacreu on 08/19/09 04:06:00 am in Programming
I'm Trying to make an "Age of Empires" with C/C++ and SDL
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The New CityEngine 2009.3 Live Demo in Las Vegas!
Posted by Marcel Reimer on 11/07/09 07:52:00 am in Programming
Come and Experience the New CityEngine 2009.3, Live Demos in Las Vegas!
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Project Nightshade (a farewell to frames)
Posted by Randell Trulson on 09/07/09 11:39:00 pm in Programming
Nightshade is the overhauling of the Neuron Games web site.
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Developing interesing and original game for iPhone together!!!
Posted by Sergio Toro on 09/07/09 04:27:00 pm in Programming
Developing simple, interesting and original game for iPhone!
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GPA 2.1 - DX Graphics Performance Tools
Posted by Chris Cormack on 09/14/09 07:54:00 pm in Game Design, Programming
GPA 2.1 is available for free download today. Analyze and improve the performance of your game on any DX device.
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General cel shader
Posted by Ofer Rubinstein on 09/17/09 01:49:00 pm in Programming
General cel shader used in Labyrinthica: The quest of lima.
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Bug negative verification
Posted by Ofer Rubinstein on 09/18/09 03:26:00 am in Programming
How will you make sure you solved a bug? Discussed on this blog post.
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Examining Geometry Based Anti Aliasing (GAA)  Featured Blogs
Posted by Ofer Rubinstein on 09/21/09 01:18:00 pm in Programming
A technique of implementing a Geometry based Anti Alias (GAA), instead of using the built in 3D graphics AA. I am using a geometry based or fins geometry outline technique, and use it to draw translucent smooth edges with the same color of the 3D model.
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Bugs as an opportunity to learn
Posted by Ofer Rubinstein on 09/25/09 04:58:00 am in Programming
Talking about the concept of bug preventation. And how to benefit from the time wasted on solving bugs.
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Copy Paste And Coding  Featured Blogs
Posted by Ofer Rubinstein on 10/02/09 05:40:00 am in Programming
Why should a programmer avoid copy pasting code. When should he\she do that, and what is the alternative?
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Motivation And Efficiency While Working On A Single Project?  Featured Blogs
Posted by Ofer Rubinstein on 10/14/09 10:05:00 am in Programming
My experience from focusing on a single game project and how working on multi projects might help.
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Banana Jump, Barrel Kick 1: Introduction.
Posted by Ofer Rubinstein on 10/16/09 05:51:00 pm in Programming
Introduction for a small XNA, C# game I am going to develope and follow with several blog posts.
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Banana jump, Barrel Kick(BJBK) 2: TortoiseSVN, Version control.
Posted by Ofer Rubinstein on 10/30/09 11:20:00 am in Programming
The second chapter of Banana jump, Barrel Kick(BJBK) will talk briefly about TortoiseSVN.
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BJBK 4: Reviewing the code of revision 10(first milestone)
Posted by Ofer Rubinstein on 11/14/09 09:35:00 am in Programming
"Code review" of the first milestone in Banana Jump, Barrel Kick. Including subjects as pattern level design and spartan programming.
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Obama urges students to rally behind health care effort
Posted by hrgdfg yhredgdfg on 09/18/09 07:13:00 am in Programming
Obama urges students to rally behind health care effort
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Islamic search engine ImHalal hailed a success
Posted by Boby Rebobo on 09/21/09 09:56:00 am in Programming
The world’s first "Islamic orientated" internet search engine, which flags content that might be considered "haraam"...
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Top US general Stanley McChrystal: we need a new plan to win in Afghanistan
Posted by Boby Rebobo on 09/21/09 10:15:00 am in Programming
America and Nato's top military commander in Afghanistan has warned in a secret report that he needs more troops and a new strategy or the allied mission will probably end in failure.
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history hot chocolate
Posted by qasqsa1 qasqsaq on 09/25/09 03:34:00 am in Programming
sefsewewrwerwerwer
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1978 ferrari dino 308gt4 specs
Posted by qasqsa1 qasqsaq on 09/25/09 03:42:00 am in Programming
dfsdfsdfsdfsdfsdf
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Cpanel Hosting
Posted by Cpanel Hosting on 09/26/09 06:33:00 am in Programming
CPanel is a unix based web hosting control panel that provides a graphical interface and automation tools designed to simplify the process of hosting a web site. cPanel hosting utilizes a 3 tier structure that provides functionality for administrators, re
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High Court uses Twitter to issue injunction
Posted by Alexa Doplad on 10/05/09 08:55:00 am in Programming
The court said issuing the writ over the micro-blogging site was the best way to get to an anonymous tweeter
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Welcome to Crankville
Posted by David Lee on 10/05/09 01:28:00 am in Programming
What up people! Time to put on like young jeezy!
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Does Forza 3 Split The Haves & The Have Nots?
Posted by Isaiah Taylor on 11/04/09 08:26:00 am in Programming
I know it's a small issue. This has been well documented prior to the game's release, but man it still bothers me that to 'fully enjoy' a game you paid for you will need under two gigs of space on your hard drive. This may not be a huge concern for most
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Cindy Lagumen
Posted by Cindy Lagumen on 10/23/09 11:32:00 pm in Programming
Cindy Lagumen's Blogs
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Blue Hosting
Posted by Blue Host on 10/26/09 08:08:00 am in Programming
bluehost
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natural supplements
Posted by ronald longib on 11/02/09 04:30:00 am in Programming
natural supplements
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Texas Dedicated Hosting
Posted by Texas Host on 11/02/09 06:08:00 am in Programming
Texas Dedicated Hosting
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Building An Analytical Physics Engine - Pt.1  Featured Blogs
Posted by Stuart Evans on 11/05/09 10:13:00 pm in Programming
The first in (hopefully) a number of articles discussing what I'm calling the Analytical approach to making a physics engine.
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Selecting Your Next Game Engine  Featured Blogs
Posted by Kent Barber on 11/11/09 09:01:00 am in Programming
Some things for beginner game developers to think about when selecting (or building) their next game engine, with a leaning towards online based games.
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