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Designing Fast Cross-Platform SIMD Vector Libraries
by Gustavo Oliveira
[01.20.10]
Performance is key in games -- here, experienced games programmer Gustavo Oliveira delivers a comparison of libraries that should increase your performance and cut down on code bloat, and contrasts different compilers.
Programming
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Sponsored Feature: Updated Tools Spice Up New Ghostbusters Game
by Garret Romaine
[01.14.10]
In this Intel-sponsored feature, part of the Visual Computing subsite, Ghostbusters game creators Terminal Reality discuss using Intel Graphics Performance Analyzers to optimize the rendering and effects for the PC version of the game
Programming, Visual Computing
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Postmortem: Torus Games' Scooby-Doo! First Frights
by Nicole Goodfellow
[01.13.10]
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business, Game Design, Postmortem, Programming, Production
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Postmortem: Blitz Games' Droplitz
by Chris Swan
[01.06.10]
What goes into making a downloadable game -- alongside a raft of other projects, with a changing staff? Blitz Games discusses the unusual creative and production process that lead to Droplitz.
Business, Postmortem, Programming, Production
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Moving Hardcore Gaming To The Web: Making History
by Matt Seegmiller
[01.05.10]
Can you take your game into the browser and gain in the process? Developer Muzzy Lane (Making History series) discusses the challenges and advantages of this approach in this in-depth tech-oriented article.
Business, Game Design, Programming
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Postmortem: Ronimo Games' Swords & Soldiers
by Fabian Akker, Jasper Koning
[12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Business, Game Design, Postmortem, Programming, Production
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Sponsored Feature: Restless Entities Never Sleep -- The Back End of Warhammer Online: Age of Reckoning
by Lee Purcell
[12.30.09]
In this Intel-sponsored feature, part of the Visual Computing section, the technical experts behind Mythic and EA's Warhammer Online discuss the mechanics of keeping the MMO running across multiple servers and data centers.
Programming, Visual Computing
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The Art Of Game Polish: Developers Speak
by J. Matthew Zoss
[12.22.09]
Polishing a game can lead to vastly increased user satisfaction -- but how do you identify, execute, and allocate resources for the polish process? Developers from BioWare, Epic Games, and other studios weigh in.
Game Design, Programming
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Sponsored Feature: Former Game Creator Taps Unreal Engine 3 For World of Chadam
by John Gaudiosi
[12.16.09]
In this sponsored feature, part of Intel's Visual Computing site, former Monolith head Jace Hall discusses Chadam, a new Unreal Engine-powered animated series using the engine for surreal, intriguing -- and initially non-interactive -- means.
Game Design, Programming, Visual Computing
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