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Featured Articles
Topic Author Description
2D in Direct3D using Textured Quads
[Added: 7/31/2003]
Eamonn Doherty  This article is for people trying to make a 2D graphics engine using Direct3D 9. 
3D Decals
[Added: 8/28/2003]
Francis "DeathWish" Woodhouse  This article explores a possible method of implementing true 3D decals in arbitrary places, without splitting up polygons. 
A Simple Point Sprite Based Particle Engine
[Added: 10/6/2003]
Almar Joling  Describes how to create a particle system using point sprites in DirectX and Visual Basic. 
A Simple Quaternion-based Camera
[Added: 9/22/2003]
Robert Crossland  Presents a simple quaternion-based camera that can be used to rotate the view of your camera using the mouse. 
A Simple Time-Corrected Verlet Integration Method
[Added: 2/6/2005]
Jonathan "lonesock" Dummer  Proposes how to minimize the shortcomings of Verlet integration. 
A* Pathfinding for Beginners
[Added: 10/9/2003]
Patrick Lester  The purpose of this article is to describe the basic concepts of A* at a beginner's level and then give you a taste of some of the more advanced concepts. 
Achieving Frame Rate Independent Game Movement
[Added: 12/20/2001]
Dan Ricart  The tutorial goes over some small equations to vary game movement based on frame rates and shows modifications made to NeHe's lesson 23 to demonstrate the effect.  
Adding Realistic Rivers to Random Terrain
[Added: 3/15/2004]
David Clyde  Discusses a method for adding rivers to randomly generated terrain that adds a realistic touch. 
Advanced WinSock Multiplayer Game Programming: Multicasting
[Added: 11/9/2001]
Denis Lukianov  What is the magic behind multicasting and how can it be used in our games?  
Algorithmic Forays Part 1
[Added: 3/7/2004]
Eli Bendersky  The first installment in this series takes a look at the Finite State Machine. 
Algorithmic Forays Part 2
[Added: 3/29/2004]
Eli Bendersky  This installment looks at regular expressions. 
Algorithmic Forays Part 3
[Added: 4/28/2004]
Eli Bendersky  Introduces DFAs and NFAs, and explains the differences between them. 
Algorithmic Forays Part 4
[Added: 6/7/2004]
Eli Bendersky  Continues the exploration of DFAs and NFAs. 
Algorithmic Forays Part 5
[Added: 8/17/2004]
Eli Bendersky  The article discusses and implements the process of taking an arbitrary regex and automatically converting it into an NFA. 
Algorithmic Forays Part 6
[Added: 11/4/2004]
Eli Bendersky  This installment covers converting NFAs to DFAs. 
Algorithmic Forays Part 7
[Added: 1/29/2005]
Eli Bendersky  Discusses memoization – a technique to speed up recursive computations. 
Algorithmic Forays Part 8
[Added: 5/2/2005]
Eli Bendersky  This installment describes what caches are, why they are useful, and how to implement one in software. 
An Introduction to BREW and OpenGL ES
[Added: 8/27/2004]
Alan Kemp  Provides a tutorial for setting up the BREW SDK, a basic BREW application, and initializing and using OpenGL ES. 
An Introduction to Developing for Mobile Devices Using J2ME/MIDP (Part 1)
[Added: 6/2/2003]
Kim Daniel Arthur  As the gaming capabilities of cell phones has grown, they have become a much more viable target for both professional and hobbyist game developers. This article provides an introduction to mobile game development using J2ME. 
An Introduction To Digital Image Processing
[Added: 10/20/2003]
Frédéric Patin  The aim of this document is to give the reader a little overview of the existing techniques in digital image processing. 
An Introduction to Lua
[Added: 4/30/2003]
Ash Matheson  Lua has become popular as the basis for scripting languages in games. This article provides an introduction to the language. 
An Overview of Microsoft's Direct3D 10 API
[Added: 12/15/2005]
Jack Hoxley  A high-level overview of Microsoft's upcoming evolution of Direct3D. 
Andrew Rollings and Ernest Adams on Game Design Chapter 7: Gameplay
[Added: 5/18/2003]
Andrew Rollings and Ernest Adams  An excerpt from Andrew Rollings and Ernest Adams on Game Design from New Riders Press, available now. 
Asset Management with ionForge Evolution® Part 2
[Added: 5/9/2005]
Lucas Heneks  Describes the uses of locking mechanisms. 
Automatic Portal Generation
[Added: 3/18/2003]
Huling and LiZhenxiao  Presents the authors' algorithm for generating portals automatically in a map editor. 
Balanced binary search tree with a doubly linked list in C++
[Added: 7/7/2004]
Arjan van den Boogaard  Presents a modification to red-black trees allowing duplicate entries with a fast ordered traversal. 
Beat Detection Algorithms
[Added: 6/7/2003]
Frédéric Patin  Explores several different algorithms for automatically detecting beats in music. 
Bezier Curves and Surfaces
[Added: 4/27/2002]
Jesper Tveit  Provides an introduction to parametric equations, Bezier curves, and Bezier surfaces, including a sample implementation in OpenGL. 
Bezier Patches
[Added: 11/6/2001]
Michael Skinner  Explains what Bezier curves and patches are, including the math behind them. 
Binary Space Partitioning Trees and Polygon Removal in Real Time 3D Rendering
[Added: 2/16/2002]
Samuel Ranta-Eskola  This article documents the author's work developing a BSP-tree engine with physics, radiosity and network optimization. 
Bitwise Operations in C
[Added: 10/30/2001]
Joseph Farrell  Explains in detail what the various bitwise operations are, and shows examples of how they are used in game programming. 
Blind Man's Bluff
[Added: 3/20/2004]
Dean Margerison  Provides a brief insight into the current problems that many projects face, and what can be done to transform the situation for the better. 
Break Into The Game Industry Chapter 7: How to Get a Job
[Added: 10/9/2003]
Ernest Adams  An excerpt from the book Break Into the Game Industry from McGraw-Hill. 
Building Killer Brands in Independent Game Developers
[Added: 9/3/2003]
Matthew Riggall  Discusses what brand equity is, and how indie developers can build it. 
C++ Trees Part 1
[Added: 1/16/2005]
Justin Gottschlich  Focuses on explaining the limitations of using C++'s map<> and multimap<> as tree containers and presents an alternative. 
C++ Trees Part 2: Basic core::tree<>Functionality
[Added: 4/16/2005]
Justin Gottschlich  Explains the core::tree<> design and implementation. 
Cg Shadow Volumes
[Added: 9/4/2003]
Razvan Surdulescu  This article describes how to implement a very realistic shadow effect using nVIDIA's Cg programming language and OpenGL. 
Chris Crawford on Game Design, Chapter 21: Balance of Power
[Added: 6/30/2003]
Chris Crawford  This excerpt from Chris Crawford on Game Design (2003, New Riders Press) covers lessons leared during the development of Balance of Power 
Concerning Lisp
[Added: 6/21/2003]
Kaveh Kardan  This article is intended to be a quick overview of the Lisp family of languages, providing a glimpse into what makes the language different from other programming languages. 
Creating a Generic Object Factory
[Added: 5/19/2004]
Robert Geiman  Provides an explanation and implementation of object factories. 
Creating a PAK File Format
[Added: 9/6/2003]
Raymond Wilson  Demonstrates one way of organising all your game related media files in to a single "PAK", or resource, file.  
Creating a Scalable Console System with STL – Part 1
[Added: 12/6/2004]
Facundo Matias Carreiro  This article will explain how to create an abstract console interface. 
Creating a Scripting System in C++ Part I: An Introduction
[Added: 1/14/2002]
Greg Rosenblatt  This series is intended to give the reader the information necessary to create a scripting system of his/her own from the ground up. This article provides an overview of the series and begins to lay the foundation of the scripting system. 
Creating a Scripting System in C++ Part II: Data Manipulation
[Added: 2/1/2002]
Greg Rosenblatt  Explains how to enable your program to handle dynamic situations by adding optional data components to your instructions. 
Creating a Scripting System in C++ Part III: Dynamic Loading
[Added: 3/13/2002]
Greg Rosenblatt  Covers two approaches to loading scripts, as well as scanning and matching. 
Creating a Scripting System in C++ Part IV: The Stack and Program Flow
[Added: 4/16/2002]
Greg Rosenblatt  This article will introduce a stack and program flow concepts which will eventually allow modeling higher-level languages with simple bytecode instructions. 
Creating a Scripting System in C++ Part V: Functionality
[Added: 1/28/2003]
Greg Rosenblatt  The latest installment in this series illustrates a way to implement primitives to support the abstraction of a high-level function, and calls to hard-coded "external" functions. 
Creating a Win32 Window Wrapper Class
[Added: 4/29/2002]
Oluseyi Sonaiya  This article will help ease the pain of creating a class wrapper for Win32. 
Creating Moddable Games with XML and Scripting Part I
[Added: 10/4/2004]
Oli Wilkinson  This series covers techniques to create easily modifiable games involving XML and scripting. The first part introduces using XML for storing game data. 
Cyclic Redundancy Checking
[Added: 5/16/2003]
Clifford M. Roche  This article addresses the basic, as well as the slightly less basic, aspects of the CRC32 algorithm. 
Design Pattern: Variant
[Added: 12/24/2003]
Ernest S. Pazera  Presents a pattern useful in message handling and AI. 
Designing a Screen Shot System
[Added: 3/12/2004]
James Dougherty (UltimaX)  Shows a way to design a high quality screen shot system. 
Designing an Extensible Particle System using C++ and Templates
[Added: 8/19/2003]
Kent "_dot_" Lai  This article will bring to your attention some decisions you have to make while designing your own particle system, as well as introduce to you an extensible, possibly robust design. 
Designing Games for the Wage Slave
[Added: 7/12/2004]
Stuart Walpole  A guide to developing games for the 20-30 demographic 
Designing Great Games
[Added: 1/6/2004]
Roger E. Pedersen  Pedersen shares his insights and experience on what makes a great game. 
Difficulty in Dexterity-Based Platform Games
[Added: 3/4/2004]
Victor Nicollet  Presents 7 rules and a number of tricks for managing difficulty in platform games. 
Direct3D 9.0 with SDL
[Added: 5/17/2005]
Michael Conway  Illustrates how to use SDL instead of native Win32 to set up a Direct3D application. 
Direct3D vs. OpenGL: Which API to Use When, Where, and Why
[Added: 2/24/2002]
Promit Roy  At long last, an unbiased (we hope) overview of the two APIs, to help you make the decision about which to use. 
DirectXGraphics for Visual Basic Part 3
[Added: 12/31/2001]
Jack Hoxley  The final installment in this series covers using textures in Direct3D, loading 3D models from files, and using the Direct3D lighting engine.  
Dissecting Sprites in Direct3D
[Added: 1/5/2002]
R. Parker  This article explores the inner workings of sprite drawing in DirectX 8. Using a low level approach, programmers can gain more control over their rendering code and address the shortcomings of any DirectX blitter. 
Distributed Gaming
[Added: 5/31/2003]
Omar A. Abdelwahed  It is the goal of this document to show how distributing gaming will dramatically benefit network intensive games. 
Distributing Your Games
[Added: 10/14/2003]
Rob Segal  Takes a look at the tools available to create installation packages. 
Dual Paraboloid Mapping in the Vertex Shader
[Added: 4/17/2006]
Jason Zink  Explains what paraboloid mapping is and demonstrates how to use it with HLSL. 
Dungeons and Dreamers Chapter 1: Together
[Added: 8/21/2003]
Brad King and John Borland   An excerpt from the book Dungeons and Dreamers from McGraw-Hill. 
Dynamic 2D Soft Shadows
[Added: 1/4/2004]
Orangy Tang  Describes an accurate method of generating soft shadows in a 2D environment. 
Effective Bug Tracking Process
[Added: 11/15/2001]
Yaron Sinai  Introduces the elementool bug tracking service by providing a description of what criteria bug tracking software should meet. 
Enginuity, Part I
[Added: 5/28/2003]
Richard Fine  Provides a roadmap for the series. 
Enginuity, Part II
[Added: 6/11/2003]
Richard Fine  Covers the layout of the engine as a whole, and then moves to memory management and error logging. 
Enginuity, Part III
[Added: 7/5/2003]
Richard "superpig" Fine  This installment adds a simple profiler to the engine, looks at working with game settings, and finally moves on to the heart of the engine - the kernel. 
Enginuity, Part IV
[Added: 8/2/2003]
Richard "superpig" Fine  This article we'll take all the code we've produced so far - the Foundation Tier of the Enginuity engine - and actually make an executable program with it. Then we'll put together some of the 'system tasks' that any game will need. 
Enginuity, Part V
[Added: 10/28/2003]
Richard "superpig" Fine  Adds serialization, triggers/interpolators, and the build stamp. 
Evolutionary Design
[Added: 1/18/2002]
Daniel Cook  This article looks at creating a design 'process.' There are dozens of methodologies for creating great code, or streamlining the creation of suitable art assets. Designers can ask a related question, "What are a set of rational step-by-step activities that can be followed in order to create a more playable game?" 
Extremely Simple Scripting Engine
[Added: 5/25/2003]
Cyberdrek  Intended for people just getting started with developing scripting engines, this article provides a simple implentation and accompanying explanation. 
Game Developer's Market Guide Chapter 3: Getting a Job in the Game Industry
[Added: 9/25/2003]
Bob Bates  A chapter from the book Game Developer's Market Guide, edited by Bob Bates, from Premier Press. To find out more about this book or to order it, click here
Game Development With Actionscript Chapter 17
[Added: 12/24/2003]
Lewis Moronta  a chapter from the book Game Development With Actionscript, by Lewis Moronta, from Premier Press. 
Game Port: Game Development in Singapore Part 1
[Added: 6/26/2004]
David Michael  The first of a series of articles about game development in Singapore 
Game Port: Game Development in Singapore Part 2
[Added: 7/22/2004]
David Michael  Profiles a few game development shops in Singapore, looks at their different approaches to design and marketing, and discusses some of the issues they face. 
Game Port: Game Development in Singapore Part 3
[Added: 9/28/2004]
David Michael  The final installment in this series looks at the game industry in Singapore from the eyes of someone trying to break in. 
Game Producers Panel Report
[Added: 7/16/2003]
Anne Toole  A summary of a recent gathering of game producers involved with high profile Hollywood licenses. 
Game Programming with Parberry
[Added: 4/15/2002]
Aaron Lott  Provides an overview of the game programming courses taught by Professor Ian Parberry at the University of North Texas. 
Games and the Imagination Part I
[Added: 6/22/2004]
Richard Dare  Explores the psychology of gaming and looks at some of the new ideas we can derive from exploring the ideas and fantasies that many players attach to games 
Games and the Imagination Part II
[Added: 9/8/2004]
Richard Dare  Looks at the role of Jungian psychology in game design. 
Games and the Imagination Part III
[Added: 10/25/2004]
Richard Dare  An in-depth look at the heroic quest theme. 
Games and the Imagination Part IV
[Added: 12/15/2004]
Richard Dare  The final installment in the series looks at ways for applying ideas from the series to game designs and addressing problems. 
Games as an Educational Tool
[Added: 4/6/2004]
David Harlow  Presents some ideas about making games that are both educational and fun. 
GBA Development From the Ground Up, Volume 1
[Added: 1/8/2002]
Brian Sowers  The series is introduced by covering the capabilities of the Game Boy Advance and the tools you'll need to develop for it. 
GBA Development From the Ground Up, Volume 2
[Added: 3/6/2002]
Brian Sowers  Part 2 of this series covers the screen modes available on the GameBoy Advance, showing you how to select them and draw pixels. 
GBA Development From the Ground Up, Volume 3
[Added: 3/10/2002]
Brian Sowers  The third installment in this series provides an explanation and example of getting input on the GameBoy Advance. 
Getting Started with Templates
[Added: 1/12/2004]
Glenn Watson  Takes you through a brief introduction of templates including some of the gotchas. 
Graphics API Independence IV: TGA, BMP & RenderStates!
[Added: 1/8/2004]
Erik "Wazoo" Yuzwa  Adds support for loading Targa files as well as adding render states. 
High Dynamic Range Environment Mapping On Mainstream Graphics Hardware
[Added: 2/22/2005]
Adam Lake and Cody Northrop
Intel® Software Solution Group (SSG)
Modern Game Technologies Project 
This article discusses the capture, storage, and display of high dynamic range images. 
High Dynamic Range Rendering
[Added: 6/19/2004]
Anirudh S Shastry  An introduction that'll help you get your first HDR app running 
How To Build a Game In A Week From Scratch With No Budget
[Added: 7/6/2005]
Jay Barnson, Rampant Games  A development diary and postmortem of a game created in a week by an indie developer. 
How to Write a Simple Maya Model Exporter
[Added: 4/18/2003]
Rafael Baptista  A crash course in all of the basic things you need to know to create a model exporter for Maya. 
Humor in Games
[Added: 11/25/2001]
Brian Sowers  Implementing humor effectively within a game can be a daunting and perilous task for both experienced and inexperienced game designers. If humor is added correctly, it can be a powerful attraction to any game. 
IGF 2010: Daniel Benmergui
[Added: 2/26/2010]
Drew Sikora, Oli Wilkinson  We talk to Daniel Benmergui, creator of the IGF finalist game Today I Die, nominated for a Nuovo Award 
Implementing a Blackboard-like System for Squad-Level Combat AI Part I
[Added: 4/27/2003]
Phillip Culliton  Deals with the problem of implementing a simple blackboard system for use in a squad-level simulation taking place in real time. 
Implementing Immediate Mode in Direct3D
[Added: 7/13/2003]
Promit Roy  Covers the creation of a set of wrappers emulating OpenGL's immediate mode functions for use in porting or quickly prototyping code. 
Implementing Skin Meshes with DirectX 8
[Added: 6/7/2002]
Sarmad Kh Abdulla  This article covers the implementation of skinned meshes in D3D and D3DX, including sample source code. 
Improving Performance in C++ with Compile Time Polymorphism
[Added: 11/7/2003]
Ben Sunshine-Hill  This article describes a method for using compile-time polymorphism through templates to improve code performance while minimizing the loss of flexibility and readability. 
Incremental Development
[Added: 6/24/2002]
Drew Sikora  This article will introduce you to a method of development that will supplement skill, knowledge, dedication, and goals in order to enable you to achieve your goals. 
Intro to Linux Development, Part 1
[Added: 12/5/2002]
Andrew Vehlies  The first part of this series covers the basics you need to start developing with Linux. 
Introduction to Asset Management with ionForge Evolution®
[Added: 3/3/2005]
Lucas Heneks  Provides an introduction to using the asset management product Evolution from ionForge. 
Introduction to GameMonkey Script Part 1
[Added: 1/14/2006]
Oli Wilkinson  This article and series will introduce you to the GameMonkey Script language and API and how it can be used in your own games. 
Introduction to Shader Programming Part II: Programming Vertex Shaders
[Added: 4/24/2002]
Wolfgang F. Engel  The second installment demonstrates the use of vertex shaders in a program that evolves through several stages. 
Introduction to Shader Programming Part III Fundamentals of Pixel Shaders
[Added: 5/15/2002]
Wolfgang F. Engel  The third installment in this series moves on to pixel shaders, providing a complete introduction to them. 
Introduction to Shader Programming Part IV: Programming Pixel Shaders
[Added: 6/11/2002]
Wolfgang F. Engel  The fourth and final installment of this series digs into the details of implementing pixel shaders. 
Item Management Systems
[Added: 10/21/2004]
Victor Nicollet  Presents a simple and basic system for managing game objects. 
Keys to Mobile Entertainment Success
[Added: 5/10/2002]
Rann Smorodinsky  Despite industry scepticism and technological restrictions, the mobile entertainment industry is set to explode. So, what are the mobile entertainment success factors? 
Knowing the Path
[Added: 6/18/2002]
Richard Fine  Describes an 'expandable path table,' which allows NPCs to both navigate through an environment, and to explore and learn it, rather than having perfect knowledge from the start. 
Legal Issues for Rookie Development Studios Part I
[Added: 7/28/2003]
Thomas H. Buscaglia, Esquire  Introduction to a series covering basic legal issues small startups need to be concerned with. 
Legal Issues for Rookie Development Studios Part II
[Added: 8/23/2003]
Thomas H. Buscaglia, Esquire  Covers various forms of IP, including copyrights, patents, trademarks, and trade secrets. 
Legal Issues for Rookie Development Studios Part III
[Added: 9/18/2003]
Thomas H. Buscaglia, Esquire  This final article takes a look at some other basic contracts every rookie developer should have: the employee/consultant agreements and Non Disclosure Agreements (NDAs). 
Lessons from a Full Sail Game Design Failure
[Added: 2/11/2003]
Jeremy Powlick  Jeremy Powlick shares his experiences while attending Full Sail, in hopes that you can avoid the same mistakes he made. 
Loading and displaying .X files without DirectX
[Added: 3/30/2005]
Paul Coppens  Detailed description of the .X file format, including how to load and animate it without DirectX. 
Macromedia Flash MX 2004 Game Programming Ch 1 & 8
[Added: 12/7/2003]
Craig Murray and Justin Everett-Church  Two sample chapters from this Premier Press title. 
Making the Game, Then Making the Grade
[Added: 7/8/2004]
The Guildhall  An look at the game development program offered The Guildhall @ SMU. 
Marketing 101 Part 1: The 4 Ps
[Added: 7/3/2004]
Joseph Lieberman  Covers the importants of product, price, place, and promotion. 
Marketing 101 Part 2: Contacts and Contracts
[Added: 8/13/2004]
Joseph Lieberman  Looks at contacts: who, where, when, and why 
Marketing 101 Part 3: Advertising Part I
[Added: 12/9/2004]
Joseph Lieberman  Discusses how to evaluate the effectiveness of online advertising. 
Massive Growing Pains Part 1
[Added: 10/28/2004]
Rick Luebbers  In the first installment in this series, a student from The Guildhall analyzes the MMORPG genre with input from two of its founding fathers 
Massive Growing Pains Part 2
[Added: 1/11/2005]
Rick Luebbers  In the second part of this series, the author talks to designers from NCSoft about critical elements of MMO design. 
Massive Growing Pains Volume 3: The Content War
[Added: 7/14/2005]
Rick Luebbers  The final installment of this series discusses the ever-escalating feature sets being included in MMOs. 
MMOG Considerations
[Added: 5/22/2004]
Richard "superpig" Fine  This article seeks to provide an overview of some of the issues you should consider when thinking about an MMO project - to give you some of the questions you should be asking, as well as a few possible answers. 
Motivations in Games
[Added: 10/30/2001]
Sarbasst Braian  Provides an overview of six different ways in which you can provide motivation to the people playing your games. 
Motor Skill Learning in User Interfaces via Discretized Pie Menus
[Added: 4/13/2005]
Jonathan H. K. Mak  Presents discretized pie menus as an alternative to pointer-based interfaces. 
Mouse Maps for Isometric Height Maps
[Added: 12/17/2003]
Steven Harrison  Explains one approach for converting mouse coordinates to tile coordinates on a tilemap with uneven height. 
Moving Beyond OpenGL 1.1 for Windows
[Added: 4/21/2003]
Dave Astle  Explains OpenGL's extension mechanism, and how it can be used to access features beyond OpenGL 1.1 on the Windows platform. 
My Name is Daniel and I am a Genre Addict
[Added: 4/10/2005]
Daniel Cook  Takes a look at the impact of psychological addiction on the game industry. 
Normal Computations for Heightfield Lighting
[Added: 8/4/2005]
Jeromy Walsh  Explains the most common algorithms for computing vertex and surface normals in a heightfield. 
Object Abstraction in OpenGL
[Added: 5/29/2004]
James Sharpe  Discusses managing OpenGL state using abstract objects. 
Object-Oriented Scene Management
[Added: 5/2/2002]
Jeff Kershner  This article will present an abstract, expandable, object-oriented method to handle generic objects for a practical and organized game engine. 
Occlusion Culling Using DirectX 9
[Added: 8/6/2004]
Dustin Franklin  Explains how to do occlusion culling using occlusion queries. 
Of Mice, Men, and Mod-Friendly Architecture
[Added: 12/7/2001]
Richard Fine  Discusses some of the issues involved with designing your game so that it may be easily modified by the end user. 
Online Tournament Gaming
[Added: 3/18/2002]
Jon Norris  Discusses an approach to creating perpetual revenue streams with online games. 
Open Source and the Gaming Industry
[Added: 6/11/2002]
Richard D Shank  Discusses the open source movement, and explores some ways in which the game industry can take advantage of it. 
Opposing Face Geometry
[Added: 2/19/2004]
Eli Kara  OFG presents a new method for collision detection optimizations by performing a simple pre-calculation on both input objects. 
Organizing Code Files in C and C++
[Added: 4/6/2002]
Ben Sizer  Targeted at C and C++ beginners, this article explains the reasons for breaking source code into multiple files, and shows how to do it properly. 
Peter Fendrik and Digic Pictures Bring the Rendered Cinematics of Warhammer: Mark of Chaos to Life
[Added: 3/29/2006]
Ian Cassuto  A case study of creating cinematics for a major video game. 
Physics for Game Developers Chapter 6: Projectiles
[Added: 11/28/2001]
David M. Bourg  A chapter from the book Physics for Game Developers
Playstation 2 Game Programming Part 1
[Added: 7/25/2003]
Rob Louie  Introductory article to Playstation 2 development using the PS2 Linux Kit. 
Playstation 2 Game Programming Part 2: Drawing Primitives
[Added: 12/18/2003]
Rob Louie  Part two of the series covers drawing primitives, enabling settings like Gouraud shading, and basic controller access. 
Porting Mobile Games - Overcoming the hurdles
[Added: 8/24/2004]
Allen Lau  A summary of the forces behind choosing internal porting versus outsourcing when porting mobile games. 
Precalculated Pathfinding Revisited
[Added: 5/12/2003]
Richard Fine  Explores a way of storing all possible paths through a network, eliminating most real-time pathfinding operations. 
Procedural Planets Part 1 - Structure
[Added: 3/21/2004]
Andrew True  Covers a triangle tessellation/data structure for procedural meshes that is different from the usual RTIN ROAMs and significantly different from Diamond LoDs 
Pull Together: Getting Team Buy-in
[Added: 6/27/2005]
Rafael Chandler  Discusses various motivational techniques in team management. 
Randomness without Replacement
[Added: 2/16/2005]
David Kennerly  Dissects the randomization function common in RPGs from a game mechanics perspective. 
Ray Lighting
[Added: 4/27/2005]
Robert Nagy  Presents a method for creating realistic terrain shadows using a ray tracing technique. 
Real time deformation of solids, Part 2
[Added: 12/9/2001]
Pierre Rebours  The second article in this series provides a case study, takes a deeper look at the Hyperion SDK, and discusses optimizations to the method. 
Really Fast Software Blending
[Added: 11/20/2001]
Kevin Gadd  Presents the author's method of performing fast alpha blending in software using a variation on lookup tables. 
Real-Time Cartoon Rendering with Direct-X 8.0 Hardware
[Added: 12/6/2003]
Vishvananda Ishaya  This article focuses on using programmable hardware for creating cartoon-like graphics from 3D models. 
Removing The 'Tech' From 'Design Document'
[Added: 2/20/2002]
Michael Sikora  Explains what a technical document is, and how it can speed up the development process. 
Scripting in C using Co-Routines
[Added: 8/4/2003]
Thomas Tong  This article explains how you can easily create a simple scripting language for your game and provides some sample code that you can quickly integrate in to your own game engine. 
Secrets of Simple Image Filtering
[Added: 9/14/2003]
Christopher Atkinson  This article will explain the theory behind image filtering. 
Serious Games: Games That Educate, Train, and Inform Chapter 1
[Added: 4/10/2006]
David Michael and Sande Chen  Chapter 1, New Opportunities for Game Developers from Serious Games: Games That Educate, Train, and Inform 
Shader Programming Part I: Fundamentals of Vertex Shaders
[Added: 4/9/2002]
Wolfgang Engel  The first article in this series provides a brief overview of shaders in general and a high-level discussion of vertex shaders in particular. 
Shareware Amateurs vs. Shareware Professionals
[Added: 6/4/2003]
Steve Pavlina  Examines what separates the men from the boys in shareware development. 
Simple Event Handling
[Added: 9/16/2004]
Yacine Salmi  Presents a basic event handling module, with source code included. 
Sound Formats and Their Uses in Games
[Added: 4/14/2003]
Casey Wireman  Targeted at the beginner, this article discusses various sound file formats currently being used in games. 
SQL in 60 Seconds
[Added: 9/28/2003]
Albert "thec" Sandberg  Provides a convenient introduction to SQL. 
Stop Staring Chapter 7: Building Emotion: The Basics of the Eyes
[Added: 10/27/2003]
Jason Osipa  Chapter from the book Stop Staring: Facial Modeling and Animation Done Right by Jason Osipa, from Sybex. 
Striving For Graphics API Independence
[Added: 1/24/2002]
Erik Yuzwa  Walks through the steps involved in creating a rendering dynamic link library to allow you to switch between OpenGL and DirectGraphics transparently. 
Striving For Graphics API Independence II
[Added: 6/25/2003]
Erik "Wazoo" Yuzwa  Covers the abstraction of primitive rendering APIs. 
Striving For Graphics API Independence III : Texture Mapping
[Added: 8/15/2003]
Erik "wazoo" Yuzwa  This installment adds texture mapping to the mix. 
Super Frustums
[Added: 11/3/2003]
Borja Fdez. Gauna  Provides a high-level analysis of 3 methods of managing large terrains. 
Techniques for Achieving Play Balance
[Added: 2/21/2002]
Tom Cadwell  There is not a large amount of information on play balance technique widely available. This article is intended to help fill this information vacuum by describing both the nature of play balance and imbalances, as well as a process by which play balance can be achieved. 
Terrain Generation Using Fluid Simulation
[Added: 9/30/2003]
Francis Woodhouse  Proposes a new method of terrain heightmap generation that uses an iterative process, treating the heightmap as a highly viscous and rubbery fluid. 
Test Driving Expression Template Programming
[Added: 6/27/2004]
Kent Lai  In this article, you will be introduced to the concept of writing unit tests for your projects, and going a step further, to begin driving your development process with the test first, code later concept. 
Texturing Heightmaps
[Added: 5/12/2005]
John Dexter  Gives a brief introduction to heightmaps before looking at some basic ways to color and texture a heightmapped terrain. 
The Clash of Mobile Platforms: J2ME, ExEn, Mophun and WGE
[Added: 5/21/2003]
Pedro Amaro  Provides an introduction to game development on mobile platforms, looking at the current market and the strengths and weaknessness of four platforms readily available to independent game developers. 
The One: A Singleton Discussion
[Added: 5/24/2002]
Robin Tan  Discusses some of the problems encountered when using the singleton pattern, and suggests some solutions, including nifty counters and Zerob singletons. 
The Second Life of Brute Force Terrain Mapping
[Added: 6/20/2002]
Sander Maréchal  The article describes how advances in 3D hardware have benefitted terrain mapping algorithms. With the current state of technology, the brute force has become, in some situations, a realistic alternative to modern CLOD mapping. 
The Simple DirectMedia Layer from a Win32 Perspective, Part 1: Setting Up Your System for SDL
[Added: 12/4/2001]
Ernest Pazera  This series kicks off by walking you through the steps needed to set up your development system to use SDL. 
The Simple DirectMedia Layer from a WIN32 Perspective, Part 2: SDL Video
[Added: 12/17/2001]
Ernest Pazera  The second installment in this series provides extensive coverage of the video component of SDL. 
The Two C's of Video Game Design
[Added: 4/24/2004]
Richard Evans  Discusses the importance of creativity and communication in game design. 
Timing Pitfalls and Solutions
[Added: 4/16/2004]
Jan Wassenberg  Discusses some of the challenges involved with doing accurate timing on a PC. 
Understanding and Implementing Scene Graphs
[Added: 12/21/2003]
Garret Foster  Explains the theory behind a scene graph then digs into the workings of this device. 
Uniform Terrain Decalcomania
[Added: 6/29/2004]
Graham Towse  Provides an introduction about how to apply decals such as scorch marks to terrain. 
Using an RTF Log File
[Added: 4/12/2004]
Eamonn Doherty  Describes how to use the RTF format for logging, and provides a complete implementation you can use. 
Using Blender to Make Game Models Part 1
[Added: 5/31/2005]
Jeremy 'Wolfmanyoda' Cox  Provides an introductory tutorial to using Blender for modeling. 
Using Blender to Make Game Models Part 2
[Added: 6/20/2005]
Jeremy 'Wolfmanyoda' Cox  In this installment, you'll learn how to use Blender's UV tool. 
Using Managers
[Added: 5/29/2002]
Ebor Folkertsma  Discusses the use of a templated, singlton manager class for handling data. 
Using Modern C++ to Eliminate Memory Problems
[Added: 10/26/2003]
Dave Mikesell  Some tips for avoiding common errors in C++ programs. 
Using the Windows Template Library Part 1: Getting Started
[Added: 1/15/2004]
R.Mack  First in a series of articles to introduce developers to the use of the sparsely documented WTL library in a game development context. 
Using the Windows Template Library Part 2
[Added: 10/15/2004]
R. Mack  Covers the features of CWindowImpl in great detail. 
Using Vertex Tweening for Animation
[Added: 11/26/2003]
Brian Jorgensen  Explains how to use DirectX's built-in vertex tweening functionality for animation. 
Using XML Technologies For Enhancing Log Files
[Added: 6/12/2005]
Jack "jollyjeffers" Hoxley and Oli "evolutional" Wilkinson  Provides a practical demonstration of leveraging the power of XML in your own projects. 
Vectors and Matrices: A Primer
[Added: 6/4/2002]
Phil Dadd  Provides basic coverage of vectors and matrices and their use in graphics programming. 
Vehicle Control with Neural Networks
[Added: 9/1/2003]
Philippe Kunzle  Discuses the algorithms behind creating a neural network to automatically control a vehicle. 
Violence In Video Games Part 1: The Early Medium
[Added: 11/3/2003]
Arthur William Merrill  The first part in a series of articles exploring the history and effects of violence in video games. 
Virtual Camera Position (VCP)
[Added: 12/13/2003]
Hun Yen Kwoon  Explains reflections using VCP. 
Women in Game Development #2
[Added: 12/23/2002]
Sande Chen  In light of the holidays, Sande sampled a group of female gamers to see what games they'd like to find in their stockings. 
Women In Game Development: The Introduction
[Added: 11/25/2002]
Sande Chen  New columnist Sande Chen kicks on an ongoing series taking a look at the role of women in the world of game development. 
XML in Games
[Added: 4/20/2003]
Richard Fine  Provides a brief introduction to XML, and discusses some of the ways in which it can be used in games. 
Subcategory: Sweet Snippet
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 
Subcategory: Event Coverage
Topic Author Description
2008 Austin GDC Coverage Part 1
[Added: 9/23/2008]
Drew Sikora, John Hattan  7 session summaries from the AGDC 
2008 Austin GDC Coverage Part 2
[Added: 9/26/2008]
Drew Sikora, John Hattan  5 more session coverage and the conference image gallery 
A Look at Game Connection
[Added: 11/4/2008]
Drew Sikora  We have a look at what Game Connection has to offer developers and talk with the founder to learn more about this unique event that's all about the business of making games 
An Independent Developer's Look at the Game Developer Conference
[Added: 10/12/1999]
Geoff Howland  Focuses on how independent developers can use the GDC to promote their product and find publishers. 
Asian Game Developers Summit 2005, Day One
[Added: 10/13/2005]
Er Lern Loh  Coverage of the first day of the Asian Game Developers Summit 2005 
Asian Game Developers Summit 2005, Day Two
[Added: 10/16/2005]
Er Lern Loh  Coverage of the first day of the Asian Game Developers Summit 2005
At the Indie Games Con 2002
[Added: 11/11/2002]
David Michael  The Indie Games Con, hosted by Garage Games in Eugene, OR, was an exciting time of meeting with other indie game developers, swapping experiences, and looking to the future. This article covers the IGC in overview, and provides coverage of the keynote address and several of the more notable presentations. 
Austin Game Conference 2003 Summary
[Added: 9/23/2003]
Sande Chen  Sande provides a summary of the first Austin Game Conference, held Sept 11-12 in Austin, TX. 
Austin Game Conference 2005 Report
[Added: 11/1/2005]
Dave Astle and John Hattan  Our coverage of the third annual Austin Game Conference
Austin Game Conference and Women's Game Conference 2004 Report
[Added: 9/27/2004]
John Hattan and Sande Chen  Coverage of the AGC and WGC
Austin GDC 07
[Added: 9/24/2007]
John Hattan, et. al.  Session coverage and pictures from AGDC 07 
Austin GDC 09
[Added: 9/23/2009]
John Hattan, Drew Sikora  Our coverage of the 2009 Austin Game Developers Conference 
Austin IGC 07
[Added: 1/15/2008]
John Hattan  John's notes from the conference 
Casual Connect 2009
[Added: 8/6/2009]
John Hattan  Coverage of the Casual Connect Seattle conference 
Casual Connect Seattle Part 1
[Added: 8/14/2008]
John Hattan  Coverage of casual games development from the Seattle conference of the Casual Games Association 
Casual Connect Seattle Part 2
[Added: 8/19/2008]
John Hattan  Final coverage of casual games development from the Seattle conference of the Casual Games Association 
Demo Night V
[Added: 2/27/2007]
Drew Sikora  Coverage of the NY IGDA Chapter's Demo Night V event 
Demo Night VIII
[Added: 8/20/2008]
Oluseyi Sonaiya, Drew Sikora  Coverage of the IGDA NYC chapter's eight bi-annual event showcasing local games in development by developers, for developers 
Develop 2009
[Added: 7/30/2009]
Oli Wilkinson  Coverage of sessions from the 3-day UK conference 
E3 2004 Impressions
[Added: 5/26/2004]
Dave Astle and Tiffany Smith  Our coverage of the 2004 Electronic Entertainment Expo 
FlashForward 2006
[Added: 10/9/2006]
John Hattan  GameDev.net takes you to the FlashForward conference in Austin where you can see what's coming up for the Flash platform 
fmx/07 Coverage - Day Three/Day Four
[Added: 6/1/2007]
Emmanuel Deloget  A look at some of the lectures presented during the last two days of fmx/07 
fmx/07 Coverage- Day One/Day Two
[Added: 5/29/2007]
Emmanuel Deloget  A look at some of the lectures presented during the first two days of fmx/07 
Free Play: Australian Indies Come Together
[Added: 5/29/2004]
David Michael  Our report on Free Play 2004, an independent game developers conference in Australia. 
Game Developers Conference 2000
[Added: 6/16/2001]
GameDev.net Staff  Our coverage of the 2000 GDC 
Game Developers Conference 2001
[Added: 6/16/2001]
GameDev.net Staff  Our coverage of the 2001 GDC 
Game Developers Conference 2002
[Added: 4/3/2002]
GameDev.net Staff  Our coverage of the 2002 GDC  
Game Developers Conference 2003
[Added: 1/30/2004]
GameDev.net Staff  Our coverage of the 2003 GDC 
Game Developers Conference 2004
[Added: 3/21/2004]
GameDev.net Staff  Our coverage of the 2004 GDC 
Game Developers Conference 2005
[Added: 5/10/2005]
GameDev.net Staff  Our coverage of the 2005 GDC 
Game Developers Conference 2006
[Added: 4/18/2006]
GameDev.net Staff  Our coverage of the 2006 GDC 
Game Developers Conference 2007
[Added: 1/22/2008]
GameDev.net Staff  Our coverage of the 2007 GDC 
Game Developer's Conference 2008
[Added: 2/29/2008]
GameDev.net Staff  Our coverage of the 2008 GDC. Keep checking back every day for new content this week! 
Game Developer's Conference 2009
[Added: 3/25/2009]
GameDev.net Staff  Our coverage of the 2009 GDC. 
Game Developer's Conference 2010
[Added: 3/9/2010]
Gamedev.net  Our coverage of GDC 2010. 
GameIS 2008 Coverage
[Added: 5/22/2008]
Oded Sharon  One of the key organizers of the Israeli game development conference gives his views and impressions of this year's event 
GameX Industry Summit/Expo
[Added: 10/30/2009]
Drew Sikora  An overview of the industry summit and consumer show that debuted this year outside of Philadelphia, PA 
[Added: 9/13/2007]
Emmanuel Deloget  Coverage of some sessions and expo products from the Game Convention Developer Conference 
GDC 2002 Moderator's Report: Developer Quality of Life Roundtable
[Added: 4/3/2002]
François Dominic Laramée  A summary of the discussions from the first roundtable dedicated to the delicate topic of quality of life in the game industry. 
GDC 2002 Moderator's Report: The Freelancer's Roundtable
[Added: 5/3/2002]
François Dominic Laramée  FDL presents his report of the Freelancers' Roundtable he moderated at the 2001 Game Developers Conference.  
GDCE & ECTS 2004
[Added: 9/13/2004]
Alex Maitland-Walker  Detailed summary of GDC Europe and ECTS 2004. 
GDTW 2007
[Added: 12/11/2007]
Richard Fine  Notes from sessions and keynote lectures 
Independent Games Conference East
[Added: 5/18/2009]
Drew Sikora  A look at the 2009 East IGC conference with some session writeups, pictures, and overall experience 
Indie Games Con 2004 - Shovels, Consoles, Coin-Op, and Portals
[Added: 10/18/2004]
David Michael  The IGC was held Oct. 8-11 in Eugene, OR. Here's our summary. 
IndieGamesCon 2007
[Added: 10/19/2007]
Drew Sikora  Keynotes, lectures and round tables coverage from the 2007 IGC, with information on Torque 2 and InstantAction.com 
LOGIN Games Conference
[Added: 5/25/2009]
Drew Sikora  Coverage of the LOGIN online game developers conference, with conference overview and select session coverage 
MIGS 07 Coverage
[Added: 1/4/2008]
Drew Sikora  Coverage of the 2007 Montreal International Games Summit 
MIGS 2009
[Added: 11/24/2009]
Drew Sikora  Overview of this year's Montreal International Games Summit, links to coverage of sessions, and coverage of select sessions by the author 
NATPE: Where Content is King
[Added: 2/10/2002]
Anne Toole  Anne Toole reports on the 2002 NATPE conference, and the opportunities it presents to game developers. 
New York Comic Con 08
[Added: 5/7/2008]
Drew Sikora, Oluseyi Sonaiya  Coverage of the game tracks at NYCC, including getting into the industry, writing for games, game journalism, and more 
NY Games Conference 2008
[Added: 10/2/2008]
Drew Sikora  analyst industry data, console vs. PC debate, iPhone development insights, SOE's new titles, teen gamers, pro gaming and pictars! 
OGDC Event Coverage
[Added: 6/12/2007]
Drew Sikora  Presentation reports and general overview of the two-day Online Game Developers Conference in Seattle, WA 
OGDC Event Interview
[Added: 4/27/2007]
Drew Sikora  A short interview with OGDC conference director Peter Freese 
Paris Game AI Conference
[Added: 6/23/2009]
Stefan Maton  Summaries of talks from the two-day conference 
Paris GDC Highlights
[Added: 6/17/2008]
Drew Sikora  A look at the keynotes and some select sessions from this year's upcoming Paris GDC 
Paris GDC: Day One
[Added: 7/15/2008]
Emmanuel Deloget  Session coverage from the first day of the Paris GDC 
Paris GDC: Day Two
[Added: 7/17/2008]
Emmanuel Deloget  Session coverage from the second day of the Paris GDC 
Pecha Kucha Night
[Added: 12/17/2008]
Drew Sikora  A series of lectures with 20 slides, 20 seconds each - this is a Pecha Kucha. Come see how the first event of this kind hosted by the NY IGDA chapter turned out. Video coverage included 
QuakeCon 2002
[Added: 8/19/2002]
John Hattan  GameDev.net pays a visit to the biggest LAN party of them all. 
Screen Yorkshire: Nokia Ovi Store Developers Event
[Added: 11/25/2009]
Oli Wilkinson  Coverage of the Nokia-hosted event that featured speakers presenting on Nokia’s Ovi Store and the Forum Nokia development program for developers 
Serious Games Summit 2004 Report
[Added: 11/8/2004]
David Michael and Sande Chen  Coverage of the first standalone Serious Games Summit, held October 18 – 19, 2004 in Washington, D.C. 
SIGGRAPH 2003 Report
[Added: 8/15/2003]
Dave Astle  We finally sent someone to SIGGRAPH. Here's a summary of what it was all about.  
SIGGRAPH 2004 Report
[Added: 8/28/2004]
Dave Astle  SIGGRAPH is the top conference for the graphics industry, and contains a lot of useful information for game developers as well. This is our summary of SIGGRAPH 2004. 
SIGGRAPH 2006 Report
[Added: 8/26/2006]
Kelly Murdock  Our summary of some of the events from SIGGRAPH 2006 in Boston. 
[Added: 8/16/2007]
Kelly Murdock  The full coverage from Kelly is up, so come get a complete look at some highlights from Siggraph 07 
[Added: 8/19/2009]
Kelly Murdock  Our coverage of the 2009 SIGGRAPH conference in New Orleans 
The 2001 Classic Gaming Expo
[Added: 10/4/2001]
Shelly Hattan  Several members of the GameDev.net staff recently attended the Classic Gaming Expo in Las Vegas. This is a report of what they saw. 
Triangle Game Conference 2010
[Added: 5/6/2010]
Drew Sikora, Danny Green  A look at what went down at this year's TGC as well as select session coverage with links to video coverage and slides as well. 
VideoGames Expo 2007
[Added: 11/9/2007]
Drew Sikora  Coverage of the Breaking In conference held at this year's VideoGame Expo in Philly, PA 
XGDC Report
[Added: 1/10/2000]
Dave Astle  My impression of the first Xtreme Game Developers Conference, hosted by André LaMothe. 
XGDX 2003 Report
[Added: 9/12/2003]
Kevin Hawkins and Dave Astle  Our coverage of the inaugural Xtreme Game Developer's Xpo, presented by Premier Press/Course Technology. 
XGDX 2004 Report
[Added: 10/27/2004]
GameDev.net Staff  Summary of the 2004 Xtreme Game Developer's Xpo. 
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