Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
71 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
Intel sponsors gamedev.net search:
General

Resources Listed: 75
General
Topic Author Description
3DS Parser
[Added: 6/2/2004]
  Article and Java source code for parsing a .3ds file 
A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
[Added: 3/8/2001]
Sean O'Neil  Explains how to procedurally generate full-size planetary bodies at any level of detail. 
A Real-Time Procedural Universe, Part Three: Matters of Scale
[Added: 4/20/2003]
Sean O'Neil  Concentrates on how to scale up to a star system or even an entire galaxy. 
A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies
[Added: 8/28/2001]
Sean O'Neil  Describes a method of creating landscapes using spherical LOD algorithms. 
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.  
Alex Russell's Game Programming Tutorial using DirectX
[Added: 3/21/2004]
Alex Russell  A series of game programming tutorials that assume you already know DirectX. 
Algorithms for an Infinite Universe
[Added: 6/7/2000]
Guy W. Lecky-Thompson  How to create the illusion of an infinite world. 
Automating the Build Process
[Added: 12/14/2000]
Francis Irving  Discusses using automated builds to reduce stress and improve efficiency. 
BackBuffer
[Added: 7/17/2000]
Seumas McNally  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. 
Behind the Scenes of Messiah’s Character Animation System
[Added: 3/28/2000]
Michael ‘Saxs’ Persson  Problems, solutions, and what was learned. 
Bringing Dr. Jones to the Infernal Machine
[Added: 8/28/2001]
Florian Sauer  Explores how squeezing Indiana Jones and the Infernal Machine into the N64 can offer lessons for all development projects. 
Building Scalable 3D Games for the PC
[Added: 7/10/2000]
Kim Pallister and Dean Macri  Discusses scalability in several areas of game development. 
ClanLibbing Part 1: Getting Started
[Added: 11/2/2000]
Michael DePalatis  The first part in this series of ClanLib articles covers the basics, including exception handling in C++. 
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 Quake-like Console Using DirectDraw
[Added: 5/17/2000]
Pranay Uppuluri  You know you want a Quake-like console in your game. This article will show you how. 
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 Useful Camera Class
[Added: 10/13/2004]
Michael Schuld  An implementation of a camera that flies around in 3d space with math explanations as well as source code. 
Decoupling the mouse pointer update from the frame rate
[Added: 10/22/1999]
Brian Gantt  Shows how to keep your mouse movement smooth regardless of the frame rate. 
Designing a Screen Shot System
[Added: 3/12/2004]
James Dougherty (UltimaX)  Shows a way to design a high quality screen shot system. 
Direct3D 9.0 with Allegro
[Added: 1/25/2006]
Homer Cuevas  Tutorial and demo code for using Direct3D and Allegro together. 
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. 
Extended Graphical Templates for Sprite Management
[Added: 7/12/2000]
TANSTAAFL  Explains how to store sprite information as part of the sprite. 
Game Programming 101 Part I
[Added: 6/3/2000]
Bruno Sousa  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. 
Game Programming 101 Part II
[Added: 6/29/2000]
Bruno Sousa  In part II, an error handling class and a basic Win32 skeleton are created. 
Game Programming Beginners Guide
[Added: 1/18/2000]
Dave Astle  A must read for anyone just getting started in game programming. Answers many common questions. 
Game Programming Genesis Part I : Beginning Windows Programming
[Added: 11/5/2000]
Joseph Farrell  This ongoing series will cover creating an RPG in Windows and DirectX. The first installment gets you started writing Win32 applications in Visual C++. 
Game Programming Genesis Part II : Using Resources in Win32 Programs
[Added: 11/18/2000]
Joseph Farrell  Part 2 covers many resource types, including icons, cursors, bitmaps, menus, string tables, and custom types. 
Game Programming Genesis Part III : Tracking Your Window and Using GDI
[Added: 12/7/2000]
Joseph Farrell  Part 3 in this series deals with some important Windows messages, and introduces the Graphical Device Interface. 
Game Programming Genesis Part IV : Introduction to DirectX
[Added: 12/19/2000]
Joseph Farrell  Part 4 introduces the structure of DirectX, the Component Object Model (COM), and the fundamentals of DirectDraw.  
Game Programming Genesis Part IX : Adding Characters
[Added: 3/7/2001]
Joseph Farrell  Shows how to take your existing tile engine and add a controllable player character, as well as some basic ideas for NPCs. 
Game Programming Genesis Part V : Palettes and Pixels in DirectDraw
[Added: 1/3/2001]
Joseph Farrell  Explains how to create palette objects in DirectDraw, how to plot pixels in all color depths, and some basic special effects.  
Game Programming Genesis Part VI : Bitmapped Graphics in DirectDraw
[Added: 1/12/2001]
Joseph Farrell  Covers loading bitmaps to surfaces, using the blitter for copying and color filling, using color keys, and clipping.  
Game Programming Genesis Part VII : Developing the Game Structure
[Added: 1/29/2001]
Joseph Farrell  Presents an example of how to design a code layout for a Win32 game, covering modules, scripts, and effects. 
Game Programming Genesis Part VIII : Basic Tile Engines
[Added: 2/12/2001]
Joseph Farrell  Walks through the development of a very basic tile engine with eight-way scrolling, flexible tile animations, and multi-layered maps. 
Game Programming Genesis Part X : Tips and Tricks
[Added: 4/10/2001]
Joseph Farrell  Closes the series with a number of brief looks at useful game techniques, such as using log files and an overview of scripting. 
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 Resolution Timing In Games
[Added: 9/17/1999]
Dhonn Lushine  Dhonn explains how to use your built-in, high-resolution hardware clock in games. 
How to Load a Bitmap
[Added: 7/23/2003]
Mark Bernard  Answers a commonly asked question. 
Image Compression with Vector Quantization
[Added: 4/24/2001]
Ivan-Assen Ivanov  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. 
Instant Replay: Building a Game Engine with Reproducible Behavior
[Added: 8/28/2001]
Patrick Dickinson   
Item Management Systems
[Added: 10/21/2004]
Victor Nicollet  Presents a simple and basic system for managing game objects. 
Keyboard I/O Considerations in Game Development
[Added: 6/18/2004]
Rakesh Iyer  Presents a method for dealing with keyboard sampling rates changing over time as hardware advances. 
Leveraging Inheritance and Template Classes for Asset Tracking
[Added: 11/5/2007]
Christopher Harvey  Presents a method for tracking assets that should only be loaded once during the lifetime of an application using templates and abstraction in C++ 
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. 
Machinima Cutscene Creation, Part One
[Added: 10/9/2000]
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. 
Machinima Cutscene Creation, Part Two
[Added: 10/12/2000]
Hugh Hancock  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. 
Making Galaxies
[Added: 3/5/2001]
Patrick Down  Looks at a technique of using randomly generated data to create galaxies. 
Play by Play: Effective Memory Management
[Added: 5/7/2003]
Brian Hixson, et al  This discussion is based on Tiburon's experiences in writing and rewriting the memory manager for Madden NFL 97 to Madden NFL 2002. 
Production Quality Game Code
[Added: 9/17/1999]
Jered Wierzbicki  Jered discusses the level of code quality needed to create a commercial game. It may surprise you... 
Random maze-generator FAQ
[Added: 1/15/2002]
  Contains a few C implementations of random maze generation. 
Recognition of Handwritten Gestures
[Added: 1/9/2004]
Oleg Dopertchouk  Explains how to use gesture recognition for input. 
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. 
Screen Update API for Allegro
[Added: 9/30/2004]
Chris "23yrold3yrold" Barry  Provides code and documentation for updating the screen in Allegro. 
Simultaneous Cross-Platform Game Development
[Added: 7/10/2000]
Eric Lengyel  Demonstrates how major subsystems of a game engine can be written to function on both Windows and Macintosh operating systems. 
Static Libraries From a Game Programming Perspective
[Added: 3/2/2001]
Stefan Hajnoczi  Explains what static libraries are and how to use them. 
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. 
Synchronizing Walking Animations
[Added: 4/5/2005]
Nicolás Vinacur  Presents a technique for spacing 2D animations. 
Text Input in an Allegro Game
[Added: 8/14/2004]
Chris "23yrold3yrold" Barry  Describes how to process input using both C and C++. 
The Basic Game Loop
[Added: 9/17/1999]
Geoff Howland  A simple description of the guts of every game. 
The Game Loop
[Added: 5/1/2008]
Koen Witters  Discusses various game loop implementations. 
The Power of the Creator
[Added: 10/7/2001]
Ben Dilts  This article covers a method for eliminating memory leaks in the context of a game engine. 
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 
Timing Pitfalls and Solutions
[Added: 4/16/2004]
Jan Wassenberg  Discusses some of the challenges involved with doing accurate timing on a PC. 
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. 
Video Game Production Tutorials
[Added: 12/6/2003]
Paul Zirkle  An highly informative anlaysis of game engine design, done as a research project. 
What Your Mother Never Told You about Game Programming
[Added: 1/29/2001]
Peter Warden  Shares some of the ways in which you can keep your code usable in an imperfect environment.  
Working With AVI Files
[Added: 11/8/1999]
Jonathan Nix  Covers working with AVI files using Microsoft's AVIFile API. 
Writing a Font Engine
[Added: 5/17/2000]
Ben Hanson  Describes a simple, if inefficient, method to add font support to your game. 
Writing your own Load / Save routines
[Added: 1/15/2001]
Bruno Sousa  Explains how to load games from and save games to a file. 
 
 Key: = HTML article hosted here  , = HTML article hosted elsewhere  = link to another web site  = Adobe Acrobat document  = Zip files  = Word or text document