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Resources Listed: 19
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Topic Author Description
A Data-driven Animation Manager
[Added: 10/20/2009]
Diego B.S.  This article explains a simple, yet flexible and robust layer between the game state and the graphics engine. It takes as input the character state, and as output it plays the right animation sequence. 
A Simple and Inexpensive Ray-casting Effect
[Added: 6/19/2008]
Karsten Schwenk  This snippet describes two simple implementations of the emission/absorption model for participating media with ray-casting on the GPU 
Effective Event Handling in C++
[Added: 2/8/2008]
Szymon Gatner  An object-oriented approach to a message passing system in C++ (Updated with correct revision) 
Integrating ToLua++ and Your Game Engine
[Added: 1/6/2009]
Austen Higgins-Cassidy  This snippet is a brief overview of using the ToLua++ system to integrate your code with Lua. It allows you to shift structures and information between Lua and C++ fairly simply 
K-Means Heuristic for General Purpose Binary Search Trees and Animated Data Sets
[Added: 2/11/2009]
Frédéric Brachfogel  This article introduce a new heuristic for constructing binary search trees often used in image synthesis (games, ray-tracing etc.) and in many other fields. This heuristic is based upon the K-Means problem and gives an ideal tree for traversal algorithms. Moreover, the iterative nature of the construction algorithm make it perfect (fast and robust) for animated data sets which are very common in games and films. 
Making Games with Excel
[Added: 1/25/2008]
Super Llama  How to create simple maze games in Excel using its VB-based macro system 
OpenGL Type Traits
[Added: 9/30/2008]
Szymon Gatner  Using C++ Type Traits to avoid pointer specific errors in OpenGL 
Rendering efficient 2D sprites in OpenGL using Texture Rectangles
[Added: 11/2/2007]
Brandon Fleming  Working on a 2D game using OpenGL? Want to have the same functionality of Direct3D's sprite interface (ID3DXSprite)? Learn to use texture rectangles using GL_NV_texture_rectangle, GL_EXT_texture_rectangle or GL_ARB_texture_rectangle and make things easier 
Resolution Independence in 2D Direct3D Games – An Alternative Approach
[Added: 11/20/2008]
Paul Cook  using StretchRect() to scale a final frame to the proper resolution rather than manually scaling vertices - the upsides and downsides 
Response Curves in XML for Game Parametrization
[Added: 11/30/2009]
Diego B.S.  A basic programming rule is to avoid using parameters and magic numbers directly in source code. This article proposes an addition to this well-known design pattern, explaining a simple way to parametrize in xml the response curves that otherwise may be hard-coded 
Sealing Classes in C++
[Added: 11/19/2007]
Francis Xavier  A method to create sealed classes (like in C# and Java) in C++ 
Simple STL Logging System
[Added: 5/14/2009]
Brook Jensen  With programs becoming larger and larger with more and more code, having a detailed logging system can make the difference between hours of searching for code, and knowing the exact place to go to fix a bug in minutes. This article explores the use of the very handy IOStream library included with boost to outfit the familiar clog class with the tools to include as much usefull details as possible, without even changing your code. 
Simple Tilemap Scrolling
[Added: 10/23/2007]
Brandon H  very basic tile map scrolling code example using OpenGL 
Spatial Hashing
[Added: 10/1/2009]
Tristam MacDonald  A brief introduction to implementing spatial hashing, in order to accelerate culling and/or broad-phase collision detection 
Stringizing C++ Enums
[Added: 10/25/2008]
Francis Xavier  A simple method to convert a C++ enumeration to its equivalent string representation and vice versa. It's easy to use and flexible enough for most situations, making it useful for both, beginners as well as more advanced programmers 
Super Factory
[Added: 7/17/2009]
Francis Xavier  A single unified interface for creating (almost) any kind of object in C++ 
The Simplest Game Possible
[Added: 7/26/2007]
Ben Skubi  A short and concise look at creating a Guess the Number game in C++ for anyone wondering how to architect a simple game 
Tweakable Constants
[Added: 1/19/2010]
Joel Davis  A simple means to add changeable data to your game that doesn't require a restart or recompile to update - very well suited for rapid prototyping 
 
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