amitp + gamedev   361

Factorio in Unity/C# – Part 1 | enzisoft
Series of blog posts to see if Unity/C# can achieve a similar level of performance as Factorio's C++ code. Explores just the conveyor belts, finds Unity/C# to be much slower than regular C#, finds workarounds.
performance  gamedev 
19 days ago by amitp
A tool for analysing colour schemes
"During the Christmas vacation I read the fantastic book Color and Light: A Guide for the Realist Painter by James Gurney. It contains a number of really interesting ideas about colour schemes, so I"
color  gamedev 
21 days ago by amitp
NetHack 4
NetHack's design philosophies, including making things easy enough that experienced players can play with self-imposed restrictions
design  gamedev 
5 weeks ago by amitp
Generating fantasy maps
Procedural map generator that uses Voronoi, non-perlin height maps (yay), water with erosion, name generator, and label placement. Article explains each step, with interactive demos too.
procedural  maps  gamedev 
6 weeks ago by amitp
GitHub - Auburns/FastNoiseSIMD: C++ SIMD Noise Library
C++ noise library that's much faster than libnoise or accidental-noise.
c++  software  math  gamedev 
9 weeks ago by amitp
A Handcrafted Feel: ‘Unexplored’ Explores Cyclic Dungeon Generation – CONTROL500
Most procedural dungeon generators use a grid or branching structure; this one uses cycles as its core feature. Interesting.
gamedev  procedural 
11 weeks ago by amitp
Game logic before graphics : gamedev
In comments: screenshot of the first version of Path of Exile compared to release version
gamedev 
june 2016 by amitp
Blob Tileset
Wang tile tileset, with rules for constructing spritesheet
gamedev  graphics 
june 2016 by amitp
Moving AI Lab
With lots of computational power you can analyze the space of all possible puzzles in a puzzle game, and then mark features of those puzzles as being useful for discovery / difficulty.
gamedev  algorithms 
april 2016 by amitp
Game Feel: Why Your Death Animation Sucks - YouTube
Juiciness for character animation in a platformer
video  gamedev 
april 2016 by amitp
"The art of screenshake"
Video showing lots of little techniques for making a game "juicier"
gamedev 
april 2016 by amitp
Procedural Generation For Dummies: Half Edge Geometry
Half-edges are a useful way to represent mesh geometry. @martindevans gives an introduction
geometry  gamedev  procedural 
april 2016 by amitp
Language Generator
Procedural language generator
procedural  gamedev 
march 2016 by amitp
Rectangle-circle intersection test
Closest point on rectangle to circle -- closest point on circle to rectangle. Really simple code. Interactive demo too.
gamedev  geometry  math 
february 2016 by amitp
prideout/par
Single-file C libraries for marching squares and blue noise
software  gamedev 
december 2015 by amitp
Programming Interactive Worlds with Linear Logic
Game development and programming language theory combined!
gamedev  language  math 
december 2015 by amitp
libfixmath - Cross Platform Fixed Point Maths Library - Google Project Hosting
Fixed point (16.16) implementations of sin, cos, tan, atan2, sqrt, exp
math  gamedev 
november 2015 by amitp
Data Structures for Game Developers: The Slot Map
Maintaining a mapping from ID to object, handling object creation/destruction, and preserving pointers to objects when the mapping is resized
gamedev  algorithms  database 
november 2015 by amitp
Mindwerks/worldengine · GitHub
Procedural map generator with heightmap, biome, etc; can be used with another tool to generate civilizations too
gamedev  maps  procedural 
october 2015 by amitp
runevision blog: Procedural world potentials: The simulation, functional and planning approaches
A blog post from @runevision about simulation, functional, and planning procedural generation
procedural  gamedev 
october 2015 by amitp
gwiazdorrr/CxxSwizzle · GitHub
Clever C++ library that provides shader-like swizzling syntax for vector operations.
c++  math  gamedev 
october 2015 by amitp
LiquidFun
Google has a 2d physics library for liquid particle effects. Based on box2d
c++  gamedev  physics 
september 2015 by amitp
Terrain Generation — heman r1 documentation
C library for generating terrain - islands, archipelagos, planets
gamedev  maps  procedural 
september 2015 by amitp
Characteristics of UDP Packet Loss: Effect of TCP Traffic
TCP synchronization causes periodic delays, which lead to UDP packet loss. Minimize the effect by using small UDP packets sent frequently.
networking  gamedev 
september 2015 by amitp
How to RTS: Welcome!
Series of blog posts about real time strategy game implementation, pathfinding in particular
gamedev 
august 2015 by amitp
2D Scaling Basics for Games and Web Design - IT Hare on Soft.ware
Scaling up images is obviously bad but scaling down also has some issues.
gamedev  art 
august 2015 by amitp
Lockstep - Path of Exile Wiki
Path of Exile (action rpg) now offers a deterministic lockstep option(!)
gamedev  networking 
july 2015 by amitp
Grid Pathfinding competition results
Descriptions of various algorithsm for optimizing pathfinding on grids
gamedev  algorithms 
june 2015 by amitp
Improved Heuristics for Optimal Pathfinding on Game Maps - AIIDE06-006.pdf
Dead-end heuristic uses a high level map representation to determine areas that will never be needed for a particular path search. Gateway heuristic uses a high level map representation to find waypoints. Both of these could be done with a hierarchical approach but this paper tries using the hierarchy to build the heuristic for the low level pathfinder.
gamedev  algorithms  pathfinding 
june 2015 by amitp
FAQ Friday #13: Geometry : roguelikedev
Forum discussion of grid and turn systems in roguelike games
gamedev 
june 2015 by amitp
The Role of Mechanics in Games : Dwarf Fortress
Dwarf Fortress's game mechanics are generic — the actions taken by each creature depends on properties of objects and not on objects. Instead of setting up a game mechanic where a fox eats a rabbit, the game sets up a mechanic where a fox eats anything smaller than itself that produces meat.
gamedev  structure 
may 2015 by amitp
Guillaume Chereau Blog - Comparison of Doom 1, Quake, and Doom 3 entity references system
Games often have a set of entities they are working with, and have to deal with creation and deletion of entities, including references to those entities. This post compares how Doom 1, Quake, and Doom 3 deal with creation & deletion in their game loop.
gamedev 
april 2015 by amitp
Gamasutra - Game Design Deep Dive: Making babies in Hero Generations
Hero Generations is a roguelike that lets your next character inherit traits and items from the previous character that died
gamedev 
april 2015 by amitp
Itamar Simonson: What Makes People Collect Things? | Stanford Graduate School of Business
"People are more likely to build a collection of something once they possess two of them."
people  gamedev 
april 2015 by amitp
Belief-Driven Pathfinding Through Personalized Map Abstraction
Belief-Driven Pathfinding uses the beliefs of each agent when trying to compute a shortest path, as understood by that agent
algorithms  gamedev  pathfinding 
march 2015 by amitp
Yendor.ts - RogueBasin
Roguelike library written in Typescript
typescript  gamedev  javascript  software 
march 2015 by amitp
2013 June 24 - AI Design Breakdown
Jon Shafer describes AI design for a Civilization-like game
gamedev  games 
february 2015 by amitp
Vallentin Source | Show Normals (Geometry Shader)
People sometimes color normals with R,G,B for debugging shaders, but this is a geometry shader that draws nifty little normal lines.
opengl  gamedev  graphics 
february 2015 by amitp
Pathfinding Benchmarks
Maps from Bioware and Blizzard games, for use in pathfinding benchmarks
gamedev 
february 2015 by amitp
Marching Squares 3, a Unity C# Tutorial
Marching squares with variants for hermite data, sharp corners, ambiguous cases
gamedev 
february 2015 by amitp
Retro Renderer
Render 3d OBJ models using banded lighting (a few shades of each color instead of smooth gradient) and material-based outlines (draw black border when material changes)
graphics  gamedev  art 
january 2015 by amitp
OpenGL - Introduction
Tutorial for OpenGL, including SDL and geometry shaders
graphics  opengl  gamedev 
january 2015 by amitp
Spirit of Iron: Simplectic Noise
Another noise function, a variant of OpenSimplex which has much simpler code. However, see this evaluation of it: http://www.reddit.com/r/proceduralgeneration/comments/2rt2ht/simplex_variant_comparison/
math  gamedev  procedural 
january 2015 by amitp
Iñigo Quilez - fractals, computer graphics, mathematics, demoscene and more
Grid : Value noise :: Voronoi :: Voronoise. An extension of value noise to work with voronoi diagrams
math  gamedev 
december 2014 by amitp
Reaction Speeds in Gaming | [K]ayinworks
Argues that players who don't have the reaction speed to play fighting games … need to pick some simpler subset of the game
gamedev 
november 2014 by amitp
Je crée mon jeu vidéo E10 : génération procédurale de carte (partie 1) - LinuxFr.org
(French article) Procedural map generation techniques - noise, relief shading, elevation shading, thermal erosion, water erosion, building placement, midpoint displacement vs hill placement. Also see part 2: http://linuxfr.org/news/je-cree-mon-jeu-video-e11-generation-procedurale-de-carte-partie-2
gamedev  maps  procedural 
november 2014 by amitp
Porting to Emscripten ✩ Mozilla Hacks – the Web developer blog
Mozilla's tips for getting a game to compile under emscripten
c++  gamedev 
november 2014 by amitp
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