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Latest News
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November 5, 2009
 
Q&A: Making Wii Work: The Way Of Need for Speed Nitro
 
Japanese Software Units Grow In Third Quarter, UK Sees Biggest Declines
 
Analysis: Is It Time For The PlayStation 3 To Shine?
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Latest Jobs
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November 5, 2009
 
BioWare Austin
Customer Service Manager - Global Services
 
NaturalMotion
DEVELOPER SUPPORT ENGINEER
 
Amazing Society
Game UI Programmer
 
Amazing Society
Client Game Programmer
 
Sony Computer Entertainment America
Technical Artist
 
Nihilistic Software
Senior Console Engine Programmer
 
Radical Entertainment / Activision
Senior Shader Artist
 
Activision - Bay Area
Lead Environment Artist
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Latest Blogs
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November 5, 2009
 
Comparative Ludology: A Case Study Using The Sims and Total War
 
Opinion: Create a Real PSA Against Online Hate Speech [17]
 
The Conundrum of the Multiplayer Mindshare [4]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features

Features » Programming
  Sponsored Feature: Fluid Simulation for Video Games (Part 1) by Michael Gourlay [10.15.09]
This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, begins a multi-part series that explains fluid dynamics and its simulation techniques. [5]
Programming, Visual Computing
 
 
Sponsored Feature: Resident Evil 5 Takes Full Advantage of Intel Core i7 Processors by Garret Romaine [09.28.09]
In this sponsored feature, part of the Gamasutra Visual Computing microsite, Intel examines the debut of Resident Evil 5 for PC and how it's been adapted to work on the multithreaded Intel Core i7 processor.
Programming, Visual Computing
 
Sponsored Feature: Scaling Ambient Animations for Improved Game Experience by Mike Yi & Orion Granatir [09.17.09]
In this Intel-sponsored feature, part of the Visual Computing microsite, an Intel duo introduce Horsepower, a demonstration of enhanced, multi-CPU specific ambient animation -- with full, redistributible source code included. [7]
Programming, Visual Computing, Sponsored Feature
 
Gaming the System: How to Really Get Ahead in the Game Industry by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline. [22]
Audio, Business, Game Design, Programming, Production, Visual Art
 
Dirty Coding Tricks by Brandon Sheffield [08.20.09]
When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get the game out the door. Here are nine real-life examples. [50]
Programming
 
From Me to Wii: Martin Hollis' Journey by Simon Parkin [08.14.09]
Gamasutra sits down with former Rare game director Martin Hollis (GoldenEye 007) to discuss his career to date, his work on Bonsai Barber for WiiWare, and his thoughts on today's game business. [6]
Game Design, Programming, Interview
 
Networks With Letters by John Knottenbelt [08.12.09]
In this technical piece, Introversion's Knottenbelt discusses the 'discrete event simulation' approach to multiplayer in the upcoming Darwinia+ for Xbox Live Arcade, in which player movements and button presses are sent over the network, instead of actual positions of the thousands of in-game objects [10]
Programming
 
A New Attitude To Game Engineering: Embrace Change, Re-Use, Fun by Johannes Norneby, Tobias Olsson [08.06.09]
Massive Entertainment (Ground Control series) veterans Norneby and Olsson use this in-depth technical article to discuss how to radically improve your experience planning video games through applying software engineering processes to game development. [10]
Game Design, Programming, Production
 
Sponsored Feature: The All-Important Import Pipeline by Rod Green [07.23.09]
In this sponsored feature, part of Intel's Visual Computing section, Rod Green discusses the creation of art pipelines for the firm's Project Offset engine/game, explaining why studios "should be aiming to sever the umbilical cord" and implement a 'common format' approach to art pipelines. [6]
Programming, Visual Computing