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September 15, 2019
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Features » Programming
Implementing Training: The Secret Of Winning The Development War  
by John Nash [07.02.08]
How can game developers best organize formal ongoing staff training? Blitz Games (Sneak King) art director Nash discusses how the UK developer went about it in this in-depth Gamasutra feature.
Business/Marketing, Programming, Production

Practical Fluid Dynamics: Part 1 8
by Mick West [06.26.08]
In this technical article originally printed in Game Developer magazine, Neversoft co-founder Mick West looks at how to efficiently implement fluid effects - from smoke to water and beyond - in video games, with example code
Programming, Visual Computing

Sponsored Feature: Microsoft Flight Simulator X SOARS to New Heights with Multi-Threading 2
by Lee Purcell [06.19.08]
The seminal Flight Simulator franchise is embracing multithreading with the latest version, Microsoft Flight Simulator X, and in this sponsored feature for Intel's Visual Computing microsite, engineers explain the threading techniques that help enhance the sim's visuals.
Programming, Visual Computing

An Easy Way Of Solving Complex Mathematical Models: The Finite Difference Scheme 1
by Raka Jovanovic [06.18.08]
In this technical article, veteran coder Jovanovic looks at dynamic game-related effects like heat distribution models, explaining useful mathematical formulas that should help simplify programming.
Programming

A More Accurate Volumetric Particle Rendering Method Using the Pixel Shader 7
by Mike Krazanowski [06.11.08]
Many games, even on current "next-gen" hardware, render particles using camera facing quads - veteran coder Krazanowski (Tomb Raider: Anniversary) suggests a neat alternative solution using pixel shaders and a little bit of math.
Programming, Visual Computing

A Templated C++ Attribute Library for Object Persistence and Export 1
by Gary McNickle [06.04.08]
In this in-depth technical piece, coding veteran McNickle explains how experience on the Deer Hunter series led him to create a library for managing and exporting important variables.
Programming

Sponsored Feature: Procedural Terrain Generation With Fractional Brownian Motion 1
by Jeffrey Freeman [06.03.08]
The computer graphics industry has a long history of trying to model the limitless complexities of our real world terrain. In this article kicking off Intel's Visual Computing microsite, Freeman demonstrates several techniques (including the source code) for creating realistic terrain scenes on systems with integrated graphics solutions.
Programming, Visual Computing

Bungie In 2008: Reflecting On Halo 3, Moving Beyond 2
by Christian Nutt [06.02.08]
With Halo creator Bungie newly independent, Gamasutra sits down with staffers Brian Jarrard, Mike Zak and Chris Butcher to discuss the creation of Halo 3 and the company's attitude going forward.
Design, Programming, Art, Interview, Console/PC

Introducing Scrum At Large Animal Games: A Look Back at the First Year of Agile Development 19
by Bliksem Tobey [05.29.08]
NY-based developer Large Animal (Rocketbowl, Snapshot Adventures) switched to the Scrum method of agile development last year, 'sprinting' to complete individual game elements - here's just how it went.
Design, Programming, Production

Interview: High Impact's Lesley Matheson On New Studios, Tech, And More 6
by Christian Nutt [05.16.08]
Los Angeles-based High Impact Games are behind Ratchet & Clank: Size Matters and the upcoming Secret Agent Clank - and Gamasutra chats in-depth to design director Lesley Matheson on the PSP, game engines, and the LA dev scene.
Design, Programming, Interview, Console/PC, Mobile Console, North America