amitp + gamedev   279

Pathfinding in Caste Break | Bruno Assarisse
Using breadth first search instead of A* for games that have lots of units with the same destination
pathfinding  gamedev 
11 days ago by amitp
Experilous: Fun with A* Optimizations
Experimenting with A* implementation to see what improved performance
gamedev  algorithms 
16 days ago by amitp
Filthy Pants: A Computer Blog: xBR vs HQx Interpolation Filter Comparison
xBR is a newer pixel art upscaling algorithm and seems to do better than HQ2x, HQ3x
gamedev  algorithms 
25 days ago by amitp
Toaster repairman: the strange (and unfinished) evolution of RPG character creation - SinisterDesign.net
History of RPG classes, skills, character customization, followed by some discussion of skills vs classes, players unknowingly making poor choices, role-playing variety
gamedev  history 
27 days ago by amitp
Noise!
Patent-free alternative to simplex noise in 3d
gamedev  graphics 
4 weeks ago by amitp
Metaballs and Marching Squares - Zero Wind :: Jamie Wong
Metaballs, marching squares, contour lines, terrain rendering
algorithms  graphics  gamedev 
5 weeks ago by amitp
A Turn-Based Game Loop – journal.stuffwithstuff.com
Game loop that handles each actor having a different number of turns, invalid moves, inserting other actions. Uses the command pattern and handles event loops (e.g. running in the browser)
design  gamedev  structure 
5 weeks ago by amitp
Leshy SFMaker
Tool to make simple sound effects for games
gamedev  audio 
6 weeks ago by amitp
Geometric Algebra FAQ
Geometric Algebra is a vector algebra for geometry, with vectors, bivectors, and other objects, as well as cross products and other operations. For me it solved the mystery of why cross products only work in 3D. Useful for game development (3D in particular).
math  gamedev 
8 weeks ago by amitp
Game Level Layout from Design Specification
Designer chooses an overall layout and the system fills in the rest of the level
gamedev  procedural 
9 weeks ago by amitp
Gamasutra: Daniel Cook's Blog - 11 Tips for Maximizing Player Expression
"As game developers, we talk quite a bit about how we can build games that allow an author to express themselves more clearly. What about the flip side of the game equation? How can we build games that allow the player to express themselves in a rich and meaningful fashion?"
gamedev 
9 weeks ago by amitp
Video games and urban simulation: new tools or new tricks?
City builder games allow simulation of complex systems. "Games induce players to learn the model but not to challenge or produce new knowledge"
structure  games  simulation  gamedev 
9 weeks ago by amitp
jfxr
Javascript version of bxfr/sxfr - for making simple sound effects for games, especially if you don't have any sound effects already
audio  gamedev 
11 weeks ago by amitp
2D Sprites that Look 3D
Normal mapping on 2d sprites to add lighting effects, with WebGL demo
gamedev  graphics 
11 weeks ago by amitp
Lucky Lion Studios – Royalty-Free Video Game Music Library
Royalty-free music for games, priced between $5 and $10 each
gamedev  music 
12 weeks ago by amitp
Documentation, Tutorial and FAQ | Gamelogic
Unity library implementing square, hex, cube, triangle, and other grid types
software  gamedev 
july 2014 by amitp
Gabriel Gambetta - Fast-Paced Multiplayer
"This is a series of articles explaining the architecture of client-server multiplayer games with high update rates, for example an FPS. It focuses on how to avoid issues related to lag, low-frequency server updates, and synchronization between players and the server."
gamedev  networking 
july 2014 by amitp
Butchering HQX scaling filters
Simpler version of h2x, h3x, h4x filters
algorithms  gamedev 
june 2014 by amitp
Deeply Random Thoughts
Writings about gamedev, NPCs, MMORPGs, storytelling, interactive fiction
gamedev  oblivion  games 
april 2014 by amitp
Crowds Control - AI Summit 2013
Summary of the AI Summit at the 2013 Game Developers Conference
algorithms  gamedev 
april 2014 by amitp
Řrřlog :: Improving the fast inverse square root
An even better fast inverse square root, by optimizing the constants in the famous one (as seen in Quake 3)
gamedev  programming  math 
april 2014 by amitp
Changed tag
I changed the tag #gameprogramming to #gamedev. If you've subscribed to the RSS, get a new feed at http://pinboard.in/u:amitp/t:gamedev/
gamedev  from notes
april 2014 by amitp
Circular Harmonics
Like spherical harmonics, but in 2D. Could be used to encode any data that varies by angle in 2D, such as lighting.
math  gamedev 
march 2014 by amitp
rSimulate/WebHexPlanet · GitHub
Hexagonal tiling of a sphere, source available
graphics  geometry  gamedev 
february 2014 by amitp
Spelunky Generator Lessons
Random map generator in Spelunky
maps  gamedev 
october 2013 by amitp
The Tech of Planetary Annihilation: ChronoCam | ForrestTheWoods
Rewind and replay camera in Planetary Annihilation - uses interpolatable state in protobuf messages
networking  gamedev 
october 2013 by amitp
Filmic Games » Visual Acuity, Vernier Acuity, Anti-Aliasing, and You
Gamedev - whether you want antialiasing with MSAA or FXAA depends on the resolution seen by the eye
gamedev 
september 2013 by amitp
What is your favourite crafting system ? : gamedev
Discussion of crafting systems. Star Wars Galaxies especially.
games  gamedev 
september 2013 by amitp
Dwarfcorp » Kickstarter Postmortem
Dwarfcorp developers talk about press and fundraising
gamedev 
september 2013 by amitp
Pac-Man
Visualization of the four Pac-Man ghost algorithms
visualization  gamedev 
september 2013 by amitp
Dwarfcorp » Update #4: Landmarks
Procedural generation in Dwarf Corp: random faultlines, simplex noise to distort, erosion, then biomes
maps  gamedev 
august 2013 by amitp
How to Use Perlin Noise in Your Games | devmag.org.za
Perlin noise / fractal brownian noise tutorial; how to use them in games
gamedev 
august 2013 by amitp
Faster Than Light: The Quest For The Unknown Niggle » VITRUALITY
FTL has positive feedback loops that make it so that if you get off the intended leveling up curve, you either fail with no chance of recovery or you get bored.
games  gamedev 
august 2013 by amitp
libnoise: Generating coherent noise
"This page describes the construction of a function that generates one-dimensional coherent noise. First, it describes the construction of a linear coherent-noise function. Next, it describes several improvemenrs to that function."
procedural  math  gamedev 
august 2013 by amitp
Noise Part 1 » www.scratchapixel.com
How noise functions work (for procedural generation)
math  procedural  gamedev 
august 2013 by amitp
SoundJay.com - Free Sound Effects
Royalty-free sound effects, usable in commercial projects
audio  gamedev 
july 2013 by amitp
How to Get Your Game Idea Made into a Game
Lots of people have game ideas; how do they convince other people to do all the work to make a game for them?
gamedev 
july 2013 by amitp
Game budgets, a powers of 10 overview | Mostly Tigerproof
"Powers of 10" style rough guide to game development budgets
gamedev 
july 2013 by amitp
Essential Math for Games Programmers
Links to presentations that have useful gamedev math, mostly graphics-related
math  programming  graphics  gamedev 
july 2013 by amitp
Brainy Gamer: The games we deserve
About community management and trying to make a less toxic place for gamers
society  gamedev 
july 2013 by amitp
Brainy Gamer: Notes on Genre
Does genre limit creativity or enable it? (Might also be related to the Wundt Curve)
gamedev 
july 2013 by amitp
Online-Tile-Map-Editor
Simple tile map editor for creating game levels. Works online, no registration needed. Exports to XML or JSON.
gamedev 
june 2013 by amitp
the { buckblogs :here }: Maze Generation: Algorithm Recap
Various algorithms for generating mazes, with implementations that run in the browser.
algorithms  gamedev 
june 2013 by amitp
Home · mhwombat/grid Wiki
The Haskell Grid library has a nice set of diagrams showing various types of grids
math  gamedev 
june 2013 by amitp
Fun vs. satisfaction
Removing less fun elements of a game can reduce overall enjoyment
gamedev 
may 2013 by amitp
TinyKeep AI Demo
The TinyKeep AI demos up on YouTube also have interactive web versions that you can play with
algorithms  gamedev 
may 2013 by amitp
The Guide to Implementing 2D Platformers - Game Programming - Articles - Articles - GameDev.net
Covers grid, polygon, pixel based movement maps; jumping; animations; controls
gamedev 
may 2013 by amitp
TinyKeep AI Demo Part 1 of 5: Roaming and Chasing - YouTube
Video showing NPC exploring randomly until it sees the player, then follows by line of sight, then follows by going to recent player locations
algorithms  gamedev 
may 2013 by amitp
Molly Rocket :: View topic - L-systems considered harmful
Someone looked at the “Procedural Modeling of Cities” paper that used L-systems, and found that it was much simpler to directly write the code than to try to make L-systems do what they wanted. Also see http://www.newton64.ca/blog/?p=747
simplicity  algorithms  structure  gamedev 
april 2013 by amitp
GDC 2013 - Dual Numbers (slides) [PDF]
Slides explaining how “dual numbers” work and how they can be used in games
math  gamedev 
april 2013 by amitp
Low-Level Thinking in High-Level Shading Languages
Slide deck that goes through examples of how the GPU shader compilers won't give you the optimizations you might want, and how you should write your code to take advantage of things like multiply-add and reciprocal square root.
math  graphics  gamedev 
april 2013 by amitp
Context Behaviours Know How To Share « Andrew Fray
Alternative to flocking-based steering that (essentially) uses utility functions assigned to each potential direction of movement
algorithms  gamedev 
april 2013 by amitp
War of the Vikings
Learn AI behavior trees by playing this game
algorithms  gamedev 
april 2013 by amitp
vraid/earthgen · GitHub
Planet generator. Beautiful hexagon+pentagon planetary surface, with climate generation.
gamedev 
march 2013 by amitp
Under the Hood of SimCity's traffic
Maxis engineer explains how SimCity 5's traffic simulation algorithm works
simcity  algorithms  transportation  gamedev 
march 2013 by amitp
How the GlassBox Engine works (based on the GDC 2012 talk and my observations) - includes some examples : SimCity
SimCity 5's "GlassBox" simulation engine lets them make new sim games and parts of sim games easily. Reddit post/discussion about it.
games  algorithms  simulation  simcity  gamedev 
march 2013 by amitp
The complex grid | Emergent Urbanism
Algorithm for fractal city layout, creating boulevards and larger roads as needed
gamedev 
march 2013 by amitp
Linear interpolation past, present and future « The ryg blog
Implementing linear interpolation (lerp) by using fused multiply-add. Not for speed, but increased accuracy.
math  gamedev  from delicious
january 2013 by amitp
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