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April 19, 2018
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Procedural Spooling In Games 6
by Mick West [10.02.08]
In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games
Programming, Game Developer Magazine, Visual Computing

Sponsored Feature: A Landmark in Image Processing: DMIP  
by Lee Purcell [09.24.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Lightspeed Publishing's Lee Purcell lays out deferred mode image processing, which speeds up complex image-processing tasks with up to 3X performance increases.
Programming, Visual Computing

Sponsored Feature: Multi-Threading Goo!: A Programmerís Diary 13
by Tommy Refenes [09.10.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Goo! developer Tommy Refenes of PillowFort matches wits with multi-threading in four gripping acts -- and emerges victorious.
Programming, Visual Computing

The Whimsy Of Domain-Specific Languages 1
by Mick West [09.03.08]
Neversoft co-founder Mick West explores making your own mini-languages for games by creating Whimsy, a graphical DSL based on the abstract paintings of Parappa creator Rodney Alan Greenblat.
Programming, Visual Computing

Sponsored Feature: Inking the Cube: Edge Detection with Direct3D 10  
by Joshua Doss [08.27.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Intel senior graphics software engineer Joshua Doss delves practically into techniques for edge detection, crucial for many approaches to non-photorealistic rendering.
Programming, Game Developer Magazine, Visual Computing

Sponsored Feature: Havok Talks Simulating Real-World Physics 1
by Lee Purcell [08.14.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, middleware firm Havok discusses its new products - from Havok Destruction to Havok Cloth - its acquisition by Intel, and plans for the future.
Interview, Visual Computing

Random Scattering: Creating Realistic Landscapes 6
by Mick West [08.06.08]
Neversoft co-founder Mick West continues his acclaimed Gamasutra technical analyses by showcasing a technique (including source code) for procedurally scattering trees across a game level.
Visual Computing

Practical Fluid Dynamics: Part 2  
by Mick West [07.23.08]
Following up his popular recent article, Neversoft co-founder Mick West explains the technical details - including source code - of creating dynamic fluid systems such as smoke for video games.
Visual Computing

Sponsored Feature: Looks Aren't Everything: Making Games Act Real 6
by Roger Chandler [07.16.08]
In this Intel-sponsored thought piece, company veteran Roger Chandler looks at why trudging through the Uncanny Valley to create realistic interactions with virtual creatures may lead to upsides in AI, special effects, physics, and more.
Visual Computing

Programming Responsiveness 16
by Mick West [07.09.08]
If you can't control your actions in a game, might the game be to blame? In a technical article, Neversoft co-founder Mick West examines the problem of - and solutions for - response lag in game code.
Programming, Visual Computing