General |
Topic |
Author |
Description |
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3DS Parser [Added: 6/2/2004]
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Article and Java source code for parsing a .3ds file |
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A Real-Time Procedural Universe, Part One: Generating Planetary Bodies [Added: 3/8/2001]
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Sean O'Neil
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Explains how to procedurally generate full-size planetary bodies at any level of detail. |
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A Real-Time Procedural Universe, Part Three: Matters of Scale [Added: 4/20/2003]
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Sean O'Neil
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Concentrates on how to scale up to a star system or even an entire galaxy. |
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A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies [Added: 8/28/2001]
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Sean O'Neil
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Describes a method of creating landscapes using spherical LOD algorithms. |
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Achieving Frame Rate Independent Game Movement [Added: 12/20/2001]
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Dan Ricart
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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. |
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Alex Russell's Game Programming Tutorial using DirectX [Added: 3/21/2004]
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Alex Russell
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A series of game programming tutorials that assume you already know DirectX. |
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Algorithms for an Infinite Universe [Added: 6/7/2000]
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Guy W. Lecky-Thompson
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How to create the illusion of an infinite world. |
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Automating the Build Process [Added: 12/14/2000]
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Francis Irving
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Discusses using automated builds to reduce stress and improve efficiency. |
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BackBuffer [Added: 7/17/2000]
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Seumas McNally
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BackBuffer is a basic 2D display technology, which provides an abstracted interface to a linear frame buffer in 8, 16, 24, or 32-bits, with seamless full-screen and windowed mode switching. |
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Behind the Scenes of Messiah’s Character Animation System [Added: 3/28/2000]
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Michael ‘Saxs’ Persson
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Problems, solutions, and what was learned. |
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Bringing Dr. Jones to the Infernal Machine [Added: 8/28/2001]
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Florian Sauer
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Explores how squeezing Indiana Jones and the Infernal Machine into the N64 can offer lessons for all development projects. |
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Building Scalable 3D Games for the PC [Added: 7/10/2000]
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Kim Pallister and Dean Macri
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Discusses scalability in several areas of game development. |
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ClanLibbing Part 1: Getting Started [Added: 11/2/2000]
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Michael DePalatis
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The first part in this series of ClanLib articles covers the basics, including exception handling in C++. |
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Creating a PAK File Format [Added: 9/6/2003]
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Raymond Wilson
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Demonstrates one way of organising all your game related media files in to a single "PAK", or resource, file. |
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Creating a Quake-like Console Using DirectDraw [Added: 5/17/2000]
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Pranay Uppuluri
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You know you want a Quake-like console in your game. This article will show you how. |
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Creating a Scalable Console System with STL – Part 1 [Added: 12/6/2004]
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Facundo Matias Carreiro
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This article will explain how to create an abstract console interface. |
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Creating a Useful Camera Class [Added: 10/13/2004]
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Michael Schuld
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An implementation of a camera that flies around in 3d space with math explanations as well as source code. |
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Decoupling the mouse pointer update from the frame rate [Added: 10/22/1999]
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Brian Gantt
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Shows how to keep your mouse movement smooth regardless of the frame rate. |
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Designing a Screen Shot System [Added: 3/12/2004]
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James Dougherty (UltimaX)
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Shows a way to design a high quality screen shot system. |
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Direct3D 9.0 with Allegro [Added: 1/25/2006]
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Homer Cuevas
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Tutorial and demo code for using Direct3D and Allegro together. |
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Enginuity, Part I [Added: 5/28/2003]
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Richard Fine
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Provides a roadmap for the series. |
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Enginuity, Part II [Added: 6/11/2003]
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Richard Fine
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Covers the layout of the engine as a whole, and then moves to memory management and error logging. |
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Enginuity, Part III [Added: 7/5/2003]
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Richard "superpig" Fine
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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. |
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Enginuity, Part IV [Added: 8/2/2003]
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Richard "superpig" Fine
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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. |
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Enginuity, Part V [Added: 10/28/2003]
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Richard "superpig" Fine
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Adds serialization, triggers/interpolators, and the build stamp. |
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Extended Graphical Templates for Sprite Management [Added: 7/12/2000]
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TANSTAAFL
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Explains how to store sprite information as part of the sprite. |
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Game Programming 101 Part I [Added: 6/3/2000]
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Bruno Sousa
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This series takes the reader through the creation of a simple game. In part I, the design document is created and the basic setup is explained. |
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Game Programming 101 Part II [Added: 6/29/2000]
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Bruno Sousa
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In part II, an error handling class and a basic Win32 skeleton are created. |
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Game Programming Beginners Guide [Added: 1/18/2000]
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Dave Astle
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A must read for anyone just getting started in game programming. Answers many common questions. |
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Game Programming Genesis Part I : Beginning Windows Programming [Added: 11/5/2000]
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Joseph Farrell
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This ongoing series will cover creating an RPG in Windows and DirectX. The first installment gets you started writing Win32 applications in Visual C++. |
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Game Programming Genesis Part II : Using Resources in Win32 Programs [Added: 11/18/2000]
|
Joseph Farrell
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Part 2 covers many resource types, including icons, cursors, bitmaps, menus, string tables, and custom types. |
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Game Programming Genesis Part III : Tracking Your Window and Using GDI [Added: 12/7/2000]
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Joseph Farrell
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Part 3 in this series deals with some important Windows messages, and introduces the Graphical Device Interface. |
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Game Programming Genesis Part IV : Introduction to DirectX [Added: 12/19/2000]
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Joseph Farrell
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Part 4 introduces the structure of DirectX, the Component Object Model (COM), and the fundamentals of DirectDraw. |
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Game Programming Genesis Part IX : Adding Characters [Added: 3/7/2001]
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Joseph Farrell
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Shows how to take your existing tile engine and add a controllable player character, as well as some basic ideas for NPCs. |
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Game Programming Genesis Part V : Palettes and Pixels in DirectDraw [Added: 1/3/2001]
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Joseph Farrell
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Explains how to create palette objects in DirectDraw, how to plot pixels in all color depths, and some basic special effects. |
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Game Programming Genesis Part VI : Bitmapped Graphics in DirectDraw [Added: 1/12/2001]
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Joseph Farrell
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Covers loading bitmaps to surfaces, using the blitter for copying and color filling, using color keys, and clipping. |
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Game Programming Genesis Part VII : Developing the Game Structure [Added: 1/29/2001]
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Joseph Farrell
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Presents an example of how to design a code layout for a Win32 game, covering modules, scripts, and effects. |
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Game Programming Genesis Part VIII : Basic Tile Engines [Added: 2/12/2001]
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Joseph Farrell
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Walks through the development of a very basic tile engine with eight-way scrolling, flexible tile animations, and multi-layered maps. |
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Game Programming Genesis Part X : Tips and Tricks [Added: 4/10/2001]
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Joseph Farrell
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Closes the series with a number of brief looks at useful game techniques, such as using log files and an overview of scripting. |
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Graphics API Independence IV: TGA, BMP & RenderStates! [Added: 1/8/2004]
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Erik "Wazoo" Yuzwa
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Adds support for loading Targa files as well as adding render states. |
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High Resolution Timing In Games [Added: 9/17/1999]
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Dhonn Lushine
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Dhonn explains how to use your built-in, high-resolution hardware clock in games. |
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How to Load a Bitmap [Added: 7/23/2003]
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Mark Bernard
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Answers a commonly asked question. |
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Image Compression with Vector Quantization [Added: 4/24/2001]
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Ivan-Assen Ivanov
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Provides an introduction to the field of VQ, presents two algorithms for performing VQ, and goes into the details of a successful real-world application for VQ texture compression. |
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Instant Replay: Building a Game Engine with Reproducible Behavior [Added: 8/28/2001]
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Patrick Dickinson
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Item Management Systems [Added: 10/21/2004]
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Victor Nicollet
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Presents a simple and basic system for managing game objects. |
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Keyboard I/O Considerations in Game Development [Added: 6/18/2004]
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Rakesh Iyer
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Presents a method for dealing with keyboard sampling rates changing over time as hardware advances. |
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Leveraging Inheritance and Template Classes for Asset Tracking [Added: 11/5/2007]
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Christopher Harvey
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Presents a method for tracking assets that should only be loaded once during the lifetime of an application using templates and abstraction in C++ |
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Loading and displaying .X files without DirectX [Added: 3/30/2005]
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Paul Coppens
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Detailed description of the .X file format, including how to load and animate it without DirectX. |
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Machinima Cutscene Creation, Part One [Added: 10/9/2000]
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Hugh Hancock
|
Examines some of the most common mistakes and omissions made in real-time cutscene creation, and points out a few pathways to truly cinematic cutscenes within game engines. |
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Machinima Cutscene Creation, Part Two [Added: 10/12/2000]
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Hugh Hancock
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Looks at the meat of cutscene creation, production and post-production, before ultimately considering the specific strengths and weaknesses of real-time 3D as a cinematic medium. |
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Making Galaxies [Added: 3/5/2001]
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Patrick Down
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Looks at a technique of using randomly generated data to create galaxies. |
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Play by Play: Effective Memory Management [Added: 5/7/2003]
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Brian Hixson, et al
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This discussion is based on Tiburon's experiences in writing and rewriting the memory manager for Madden NFL 97 to Madden NFL 2002. |
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Production Quality Game Code [Added: 9/17/1999]
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Jered Wierzbicki
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Jered discusses the level of code quality needed to create a commercial game. It may surprise you... |
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Random maze-generator FAQ [Added: 1/15/2002]
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Contains a few C implementations of random maze generation. |
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Recognition of Handwritten Gestures [Added: 1/9/2004]
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Oleg Dopertchouk
|
Explains how to use gesture recognition for input. |
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Resource Files Explained [Added: 1/17/2000]
|
Jesse Towner
|
The time has come for you to venture into a new world of the game development universe - the elegant world of resource files. |
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Screen Update API for Allegro [Added: 9/30/2004]
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Chris "23yrold3yrold" Barry
|
Provides code and documentation for updating the screen in Allegro. |
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Simultaneous Cross-Platform Game Development [Added: 7/10/2000]
|
Eric Lengyel
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Demonstrates how major subsystems of a game engine can be written to function on both Windows and Macintosh operating systems. |
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Static Libraries From a Game Programming Perspective [Added: 3/2/2001]
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Stefan Hajnoczi
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Explains what static libraries are and how to use them. |
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Striving For Graphics API Independence [Added: 1/24/2002]
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Erik Yuzwa
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Walks through the steps involved in creating a rendering dynamic link library to allow you to switch between OpenGL and DirectGraphics transparently. |
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Striving For Graphics API Independence II [Added: 6/25/2003]
|
Erik "Wazoo" Yuzwa
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Covers the abstraction of primitive rendering APIs. |
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Striving For Graphics API Independence III : Texture Mapping [Added: 8/15/2003]
|
Erik "wazoo" Yuzwa
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This installment adds texture mapping to the mix. |
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Synchronizing Walking Animations [Added: 4/5/2005]
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Nicolás Vinacur
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Presents a technique for spacing 2D animations. |
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Text Input in an Allegro Game [Added: 8/14/2004]
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Chris "23yrold3yrold" Barry
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Describes how to process input using both C and C++. |
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The Basic Game Loop [Added: 9/17/1999]
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Geoff Howland
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A simple description of the guts of every game. |
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The Game Loop [Added: 5/1/2008]
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Koen Witters
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Discusses various game loop implementations. |
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The Power of the Creator [Added: 10/7/2001]
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Ben Dilts
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This article covers a method for eliminating memory leaks in the context of a game engine. |
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The Simplest Game Possible [Added: 7/26/2007]
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Ben Skubi
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A short and concise look at creating a Guess the Number game in C++ for anyone wondering how to architect a simple game |
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Timing Pitfalls and Solutions [Added: 4/16/2004]
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Jan Wassenberg
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Discusses some of the challenges involved with doing accurate timing on a PC. |
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Using XML Technologies For Enhancing Log Files [Added: 6/12/2005]
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Jack "jollyjeffers" Hoxley and Oli "evolutional" Wilkinson
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Provides a practical demonstration of leveraging the power of XML in your own projects. |
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Video Game Production Tutorials [Added: 12/6/2003]
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Paul Zirkle
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An highly informative anlaysis of game engine design, done as a research project. |
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What Your Mother Never Told You about Game Programming [Added: 1/29/2001]
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Peter Warden
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Shares some of the ways in which you can keep your code usable in an imperfect environment. |
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Working With AVI Files [Added: 11/8/1999]
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Jonathan Nix
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Covers working with AVI files using Microsoft's AVIFile API. |
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Writing a Font Engine [Added: 5/17/2000]
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Ben Hanson
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Describes a simple, if inefficient, method to add font support to your game. |
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Writing your own Load / Save routines [Added: 1/15/2001]
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Bruno Sousa
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Explains how to load games from and save games to a file. |
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