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Building Games that Run on Poor Mobile Connections
by Bernt Habermeier
[01.26.12]
The former SVP of engineering of Moblyng, developers of Social Poker Live, explains the ins and outs of getting network traffic up and running over spotty cell connections using HTML5.
Programming, Social/Online, Smartphone/Tablet
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All That Glitters: An Interview With Bungie's Senior Graphics Engineer
by Brandon Sheffield
[12.27.11]
In this feature interview reprinted from the December issue of Game Developer magazine, editor-in-chief Brandon Sheffield speaks to Bungie senior graphics engineer Hao Chen about how Halo creator Bungie plans to solve problems for its new IP and the next generation.
Programming, Visual Art, Interview
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Automated Testing: Building A Flexible Game Solver
by Cyril Marlin
[10.27.11]
Experienced tool developer Cyril Marlin outlines a method used to build an automated testing system for Wizarbox's SoBlonde, a Wii adventure game -- which reduced bugs, increased polish, and is flexible enough to be adapted to other genres.
Programming
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A Developer's Guide To Stereoscopic 3D In Games
by Guillaume Gouraud
[08.17.11]
Wondering what the landscape for stereoscopic 3D games looks like? This in-depth article examines platforms, display technologies and middleware, to offer a look at the landscape for developers planning to implement 3D into their games.
Programming
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Sponsored Feature: Programming Sins - Common Errors From Down In The Trenches
by Michael Carr, Anonymous, Noel Llopis
[07.13.11]
In this article republished in associated with Intel, and originally debuting in Game Developer magazine, a cadre of top developers discuss programming sins that they may, indeed, have committed - and how to avoid them.
Programming, Sponsored Feature
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Sponsored Feature: Behind the Mirror - Adding Reflection to C++
by Geoff Evans
[05.17.11]
In this Intel-supported Gamasutra article, Geoff Evans explores implementing a reflection system in C++ and how the payoff ultimately outweighs the effort.
Programming, Sponsored Feature
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The Tale Of The Tools That Made Dead Rising 2
by Tom Niwinski
[04.05.11]
How to handle the population and testing of an open world game with thousands of items and hundreds of NPCs? Capcom Game Studio Vancouver technical director Tom Niwinski describes the toolset the team constructed for Dead Rising 2.
Game Design, Programming, PC, Console/PC
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Sponsored Feature: Changing the Game - Experimental Cloud-Based Ray Tracing
by Daniel Pohl
[03.30.11]
In this Intel-sponsored article, Daniel Pohl, a leading expert in ray tracing game technologies, focuses on cloud-based, real-time ray tracing, including its advantages and a demonstration of the cloud-based rendering approach using Intel MIC Architecture.
Programming, Sponsored Feature
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Beyond Façade: Pattern Matching for Natural Language Applications
by Bruce Wilcox
[03.15.11]
Is the age of natural speech here? Telltale's Bruce Wilcox delves into techniques for natural language processing and contrasts AIML and Façade's approach against his own award-winning ChatScript, showing a path forward for word-based game technology.
Programming
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The Player Becomes The Producer: Natural User Interface Design Impact
by John Nash
[02.24.11]
Blitz Games Studios studio design director John Nash takes you through the process his team devised for coming up with Kinect game interfaces during the development of titles such as Yoostar 2 and Fantastic Pets 2.
Game Design, Programming
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