A technical article describing the development of the map screen of Space Moguls for Commodore 64. The article is not reasoning why I develop Commodore 64 games, but a no code technical and design deep dive into the map screen of the title
This article gives an introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and shows how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API.
This story will consist of 3 parts, because I have released three games:
● Beasts Battle
● Necromancer Returns
● Magicians Legacy
The articles will contain figures for each game, how much I invested (spent) in it and how much I earned.
Greetings to all! This week we had some fun with our AI system.
This weeks GameDev Digest looks at Emotion in Game Design, Video Game Storytelling, and Tips on how To Help Memory | GameDev Weekly Digest 04
Riemers awesome tutorial series get imported to the XNAGameStudio archive and upgraded to MonoGame!