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July 16, 2018
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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

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

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