amitp + gamedev   318

Grid Pathfinding competition results
Descriptions of various algorithsm for optimizing pathfinding on grids
gamedev  algorithms 
22 days ago 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 
28 days ago by amitp
FAQ Friday #13: Geometry : roguelikedev
Forum discussion of grid and turn systems in roguelike games
4 weeks ago 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 
6 weeks ago 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.
9 weeks ago 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
10 weeks ago 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 
11 weeks ago 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
february 2015 by amitp
Marching Squares 3, a Unity C# Tutorial
Marching squares with variants for hermite data, sharp corners, ambiguous cases
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:
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
november 2014 by amitp
Je crée mon jeu vidéo E10 : génération procédurale de carte (partie 1) -
(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:
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
on vector math libraries
Advice for C++ vector/matrix math geometry libraries (2d, 3d), esp. C++. Includes clever tricks like using unions to access data both as an array and as names (x, y, z). Includes some discussion of point vs vector.
c++  gamedev  math 
november 2014 by amitp
▶ Procedural River Generation - YouTube
Procedural map generator for a river game. The river is linear but the bends and widths are generated, and then islands and flow.
procedural  gamedev 
october 2014 by amitp
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 
october 2014 by amitp
Experilous: Fun with A* Optimizations
Experimenting with A* implementation to see what improved performance
gamedev  algorithms 
october 2014 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 
september 2014 by amitp
Toaster repairman: the strange (and unfinished) evolution of RPG character creation -
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 
september 2014 by amitp
Patent-free alternative to simplex noise in 3d
gamedev  graphics 
september 2014 by amitp
Metaballs and Marching Squares - Zero Wind :: Jamie Wong
Metaballs, marching squares, contour lines, terrain rendering
algorithms  graphics  gamedev 
september 2014 by amitp
A Turn-Based Game Loop –
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 
september 2014 by amitp
Leshy SFMaker
Tool to make simple sound effects for games
gamedev  audio 
september 2014 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 
august 2014 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 
august 2014 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?"
august 2014 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 
august 2014 by amitp
Javascript version of bxfr/sxfr - for making simple sound effects for games, especially if you don't have any sound effects already
audio  gamedev 
august 2014 by amitp
2D Sprites that Look 3D
Normal mapping on 2d sprites to add lighting effects, with WebGL demo
gamedev  graphics 
august 2014 by amitp
Lucky Lion Studios – Royalty-Free Video Game Music Library
Royalty-free music for games, priced between $5 and $10 each
gamedev  music 
july 2014 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
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
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