amitp + gameprogramming   186

The Great HTML5 Mobile Gaming Performance Comparison - Scirra.com
"Mobile browsers are basically still a huge mess, except for Safari on iOS, except when PhoneGap'd. So still pretty messy."
gameprogramming  javascript  html5  from delicious
21 hours ago by amitp
FlashPlayerContainerPerformance - polygonal - Flash Player 9+ Array/Vector/LinkedList/Memory/ByteArray performance comparison table - haxe library for game developers - Google Project Hosting
Using linked lists in Flash is sometimes faster than using arrays/vectors, probably because the linked lists are expanded to be statically typed, whereas arrays/vectors have some generics going on at runtime (not sure)
flash  gameprogramming  from delicious
5 weeks ago by amitp
Aras' page - Text - Compact Normal Storage for small G-Buffers
Deferred rendering uses a g-buffer to store normals in a texture. The straightforward approach of storing x,y,z in r,g,b isn't great; this page lists alternatives, including performance and accuracy.
graphics  gameprogramming  from delicious
5 weeks ago by amitp
Game/AI: Interviewing AI Developers
"So I thought it would be a good idea to make a big list of AI interview questions ... some that I've asked, some that I've been asked, and others that I think are worth asking." - from Paul Tozour
gameprogramming  from delicious
8 weeks ago by amitp
Vector Metaballs | Hook - Labs
Explanation and in-browser demo of metaball algorithms
gameprogramming  graphics  from delicious
9 weeks ago by amitp
Epic Flash memory leak track down « jpauclair
"Have you ever had a memory instantiation problem that was impossible to track down? Here is a post that might help you with that kind of thing!

Beware! This post is very long… but VERY instructive! If you want to learn some internal mechanism of Flash, I strongly suggest you read it from top to bottom without skipping parts!:)"
flash  gameprogramming  programming  from delicious
10 weeks ago by amitp
Deferred Rendering Demystified
"This article is a design article about implementing deferred rendering. The motive behind it is that while there have been many articles and presentations about the concepts behind deferred rendering (for example, the article about deferred rendering in Killzone 2), there is very little information about how to approach it from a design standpoint. This article aims to do just that. The article is accompanied by code that implements a deferred rendering framework, and is somewhat a development journal of that framework. "
gameprogramming  graphics  from delicious
february 2012 by amitp
Quake3Networking - bookofhook - Trac
Networking in Quake 3: delta compression, unreliable packet delivery, acknowledgement messages
gameprogramming  networking  from delicious
january 2012 by amitp
Do users actually get hardware acceleration? « Benoit Jacob
How many users get hardware accelerated WebGL? Among Firefox users (~25%), it varies from 21% to 58% on Windows, 40% on Linux, and 80% on Mac. It's probably similar on Chrome, so my guess is that 20-30% of users overall (IE doesn't support WebGL) can use WebGL. I don't think WebGL has a software fallback (unlike Flash 11) but I'm not sure.
opengl  gameprogramming  from delicious
january 2012 by amitp
Some Stage3D thoughts - ByteArray.org
Flash 11 notes: (1) 50% of Flash 11 users have hardware acceleration turned on, (2) they're being very careful about turning on hardware acceleration on drivers they haven't tested or are flaky, (3) future releases will have hardware acceleration enabled on more hardware, (4) Flash 11.2 will auto update (finally)
flash  gameprogramming  from delicious
january 2012 by amitp
The Big List Of Postmortems « PixelProspector – the indie goldmine
List of game postmortems (game developers look back on their development process to see what went well and what didn't)
gameprogramming  from delicious
january 2012 by amitp
Locomotion Smoke and Mirrors | Robot Invader
Game control handling -- movement, jumps, camera, etc. -- is often a place where the simplest approach isn't the best. This post describes some things that Wind-up Knight does.
gameprogramming  from delicious
december 2011 by amitp
Visualization of AI and Gameplay: 5 Useful Examples in Practice
Examples of how visualizations of internal game data can help the game development process.
gameprogramming  from delicious
october 2011 by amitp
NUTS: Revolution among train sets? at #openttdcoop
A train set designer for for OpenTTD describes what goes into the design: players having interesting choices to make, length of wagons, cargo capacity, speed vs capacity, rail types, different time periods.
gameprogramming  ttd  games  from delicious
october 2011 by amitp
Sea Of Memes
Developer blog of someone who's working on a Minecraft-like game, and is describing every step.
gameprogramming 
september 2011 by amitp
Spelunky’s Procedural Space
Spelunky's procedural generation of maps uses room patterns that are mostly set with some variables, and obstacles that are dynamically placed based on pattern matching.
gameprogramming 
september 2011 by amitp
Game Design, Psychology, Flow, and Mastery - Articles - Slippery Slope and Perpetual Comeback
"Slippery slope is usually a bad property in a game. If a game has a powerful slippery slope effect, that means that when one player gets a small early lead, he is more likely to get an even bigger lead, which in turn makes him more likely still to get yet an even bigger lead, and so on. In a game like this, the real victor of the game is decided early on, and the rest of the game is futile to play out (or to watch)."
gameprogramming 
september 2011 by amitp
Low Fierce: Why some games feel better than others - part 3
"In videogames there are often times where you want an impact to feel harder than it really is. There are a lot of variables that can be used to achieve this. Obviously sound is really important as well as blood, screen shakes, controller shake, etc. One VERY important ingredient to this is the use of hit pause. "
gameprogramming 
september 2011 by amitp
Accidental Noise Library
Article explaining how to procedurally generate cavern structures like 2d maps in King Arthur's Gold / Terraria, or 3d maps in Infiniminer / Minecraft.
gameprogramming  algorithms 
august 2011 by amitp
Game Design: Think of a random number! | philippseifried.com
One game's approach to random numbers. Try to make the "random" numbers match the player's perceptions, not what's mathematically pure.
gameprogramming  math 
august 2011 by amitp
The Ren'Py Visual Novel Engine
"Ren'Py is a visual novel engine that helps you use words, images, and sounds to tell stories with the computer. These can be both visual novels and life simulation games. The easy to learn script language allows you to efficiently write large visual novels, while its Python scripting is enough for complex simulation games."
gameprogramming  stories 
august 2011 by amitp
Raph's Website » Marketing
Journey a player takes from learning about a game to being really engaged with it. MMO focused.
gameprogramming 
july 2011 by amitp
Adventures in Bitmasking « Angry Fish Studios
Another technique for making transition tile art for tile based games.
gameprogramming 
july 2011 by amitp
Nils' MMO Blog: A Death Penalty
Blog post about death penalty in games, plus lots of discussion in the comments
gameprogramming 
june 2011 by amitp
DESIGNER NOTES » Blog Archive » Game Developer Column 17: Water Finds a Crack
"In other words, players will trade time for safety, but they risk undervaluing their own time to the point that they are undermining their own enjoyment of the game. A classic example is the skill system from Morrowind, which rewards players for repeating any activity. Running into a wall for hours increases the Athletics skill while jumping over and over again increases the Acrobatics skill. Many players couldn’t stop themselves from spending hours doing mindless activities for these cheap rewards."
gameprogramming  design 
june 2011 by amitp
Ultima 6 Technical Documents | Ultima Aiera
Design docs, including file/memory formats, for Ultima 6.
gameprogramming 
june 2011 by amitp
Attrition and Resource Management in RPGs
Attrition in RPGs: in some games, your health and spells don't recover between battles, so you have to carefully plan.
gameprogramming 
june 2011 by amitp
Indie Game Developers: “Soulless, Basement-Dwelling Sociopaths?”
"I’m reminded of just how much presentation gets in the way of features.  You lower the bar on presentation detail (and the requisite work needed to create it), and you can go for a larger scope. Like having ghosts of former characters appear to haunt your new character. Adding a new monster that only needs text and an existing ascii symbol is relatively simple. Once you start requiring new models, animations, sounds, AI, etc. – it becomes an issue.  All companies – big or little, mainstream or indie – have a limited amount of resources to throw into a game.  Devoting it to one area means less left over to put in another. And if you raise the bar of quality in one spot, it’ll make everything look more shabby by comparison unless you bring everything else to a consistent quality."
gameprogramming 
june 2011 by amitp
Psychochild's Blog » Interesting Mechanics: Interactive crafting
Does crafting in an MMO have to be fun by itself, or can it rely on the context, inputs, and outputs to make it interesting?
gameprogramming 
may 2011 by amitp
Experimenting with simulation of hard-edged shadows - hesselboom
Simple shadows in 2d top-down games, along with some interactive demos.
gameprogramming 
april 2011 by amitp
flipcode - The Half-Edge Data Structure
"A common way to represent a polygon mesh is a shared list of vertices and a list of faces storing pointers for its vertices. This representation is both convenient and efficient for many purposes, however in some domains it proves ineffective." … the half-edge structure is very useful for polygon meshes.
math  gameprogramming 
april 2011 by amitp
The Sweet Spot Theory of Actions [Game Design] - What Games Are
Game design article: what kinds of actions do players perform, and how often do those actions occur?
gameprogramming 
february 2011 by amitp
DESIGNER NOTES » Blog Archive » Game Developer Column 15: Start Making Sense
"Game designers also need to communicate something effectively – a set of rules and mechanics that the player must learn and master. This education process is one of the biggest challenges game developers face, and many games with fun systems have failed simply because few players get past the learning curve. Many tools exist for solving this problem – well-paced tutorials, helpful tooltips, accessible UI – but perhaps the simplest approach is to activate one of the player’s pre-existing schemas that is well matched with the game’s underlying mechanics."
gameprogramming 
february 2011 by amitp
CEGUI Wiki - Crazy Eddie's Gui System for Games (Open Source)
"Crazy Eddie's GUI System is a free library providing windowing and widgets for graphics APIs / engines where such functionality is not natively available, or severely lacking. The library is object orientated, written in C++, and targeted at games developers who should be spending their time creating great games, not building GUI sub-systems!"
gameprogramming  graphics  software 
january 2011 by amitp
"Lag" Compensation Technique
Series of explanations about lag compensation in networked shooter/action games: backward reconciliation, prediction, extrapolation, etc.
gameprogramming  networking 
january 2011 by amitp
Craig Stern's Song / Sound Buffet (Final)
Craig Stern made some sound effects and music for the TIGsource Assemblee competition. Some of these were used in Realm of the Mad God
gameprogramming  audio  music 
january 2011 by amitp
Story Isn’t Cheating
Many game developers are dismissing story and focusing on gameplay, but story can add to the enjoyment of the game
gameprogramming 
january 2011 by amitp
That's a Terrible Idea: In-game Historians
"How do we make story a meaningful part of MMORPGs? A dynamic world is a necessity, of course, but with a dynamic world it’s easy for the state of the world to become difficult to figure out for even veteran players. There needs to be a way for players to easily grok the state of the game world in order to allow players to make intelligent decisions that will have meaningful effects on the world. We can do this by creating a robust system for aggregating in-game history. Let’s see what we need to make this happen."
gameprogramming 
december 2010 by amitp
Exploring Believability: Aliens and non-humans.
Aliens and non-human species tend to be depicted as more homogenous than humans, often to the point of being illogical.
gameprogramming  stories 
december 2010 by amitp
Exploring Believability: Comparisons of power: "PvP" versus "PvE".
In combat stories where protagonists don't die, each hero kills lots of enemies, so the enemies must be weak and numerous. These weak enemies are often portrayed as non-human (zombies for example).
gameprogramming 
december 2010 by amitp
nullpointer » Blog Archive » Interview - Dwarf Fortress
Interview about Dwarf Fortress map generation and simulation
gameprogramming 
december 2010 by amitp
Oblivion: Full spectrum content, from hand-generated to procedural
Oblivion has both procedural and hand generated content. This page lists various parts of the game and which approach they used.
gameprogramming 
december 2010 by amitp
The Inner Product - Home
Jonathan Blow's articles in Game Developer magazine
gameprogramming 
november 2010 by amitp
So you want to be a pixel artist? - Photoshop tutorials and Pixelart tutorials, smiles and pixelart - Gas13.ru
11 part tutorial on making pixel art, with sections on terrain, small characters, large characters, and animation
gameprogramming  graphics 
november 2010 by amitp
BetweenAS3/en - Spark project
"Fast, powerful and professional new tweening engine developed by Yoshihiro Shindo" MIT license.
flash  gameprogramming 
november 2010 by amitp
Pixel Poppers: Why Your Demo Sucks: Design Errors and Cognitive Dissonance
Although players always want demos, it's not clear if it's better for game developers to provide them. Sometimes players won't invest enough in a demo to learn the fun depth of the game, whereas if they buy the game, they're motivated to spend a bit of time learning how to play. This blog post looks at many game demos.
gameprogramming 
october 2010 by amitp
Games from Within | Prototyping: You’re (Probably) Doing It Wrong
"A good game prototype is something fast/cheap that allows you to answer a specific question about your game. The key points there are fast/cheap and specific question. It’s not a level of a game, it’s not a “vertical slice”, and it’s certainly not an engine for the game."
gameprogramming 
october 2010 by amitp
Voronoi / Worley Noise Knowlege Dump - GameDev.Net Discussion Forums
"Well in the simplest sense, it is a different representation of points in space, but rather than showing the points themselves they are visualized by the pixels around them. So, as you will see in the pictures below the further the pixel is away from the point the brighter it will be. This of course can be inverted. With this gradients can be formed from the point going outwards in all directions . "
gameprogramming  math 
october 2010 by amitp
tonfall - Project Hosting on Google Code
Tonfall is an Actionscript framework to get you started in audio dsp programming within the Flashplayer(10+). Tonfall introduces only a vague design of an audio engine and is rather focussed on readability and simplicity than performance optimizations. Tonfall was initially written for the 'Audio Code Clash' workshop at 'Flash on the beach' conference 2010 in Brighton.
flash  gameprogramming  audio 
october 2010 by amitp
Spriting Dictionary
[Forum discussion] Pixel art techniques and how-to (scroll down)
gameprogramming  graphics 
october 2010 by amitp
Poisson Disk Sampling - Dev.Mag
How to choose random points on a 2d surface so that points aren't too close to each other (which happens if you pick completely randomly)
gameprogramming  math 
october 2010 by amitp
Category Archive for 'Sales Statistics' at Game Producer Blog
Indie games: how much they've sold, how much money they've made, how long they took to make, etc.
gameprogramming 
october 2010 by amitp
2D Shadow Effects
Short tutorial for shadows for 2d top-down games
gameprogramming 
september 2010 by amitp
[SHMUPtheory]: The Anatomy of a Shmup
Bullet contrast, patterns, explosions, hit box, etc.
gameprogramming 
september 2010 by amitp
Tuning Canabalt - Semi Secret
Speeds, sizes, scales, etc. in Canabalt.
games  gameprogramming 
september 2010 by amitp
Algorithmic Botany: Publications
The text of the book “The Algorithmic Beauty of Plants”
algorithms  biology  graphics  gameprogramming 
september 2010 by amitp
The Brainy Gamer: Fun Factor Catalog
A list of things that might make games fun, and examples of games that use those things.
gameprogramming  games 
august 2010 by amitp
Reciprocal Velocity Obstacles for Real-Time Multi-Agent Navigation
“We consider the case in which each agent navigates independently without explicit communication with other agents. Our formulation is an extension of the Velocity Obstacle concept, which was introduced for navigation among (passively) moving obstacles. Our approach takes into account the reactive behavior of the other agents by implicitly assuming that the other agents make a similar collision-avoidance reasoning.”
gameprogramming 
july 2010 by amitp
Strange Horizons Articles: Playing Fair: A Look at Competition in Gaming, by Mark Newheiser
Unskilled players find a game unfair if it rewards skill; skilled players find a game unfair if it doesn't reward skill.
gameprogramming 
july 2010 by amitp
Fractal Brownian Islands exhibit - Fractional Brownian Motion - fractals and coastline
Fractal Brownian Motion, as Brownian Bridges, can trace shapes that look like islands. May be useful for generating game maps.
gameprogramming  maps 
july 2010 by amitp
YouTube - Super Mario World Camera Logic Review
The camera logic in Super Mario World is much more involved than I would've expected. via nelson
gameprogramming 
may 2010 by amitp
Random Name Generator -Cult of Squid
Lots of random name generators (medieval, scifi, places, people, etc.)
gameprogramming 
may 2010 by amitp
www.Gozzy's.com - Gozzy's.com Home
Nice collection of game maps and generators to build simple game maps.
gameprogramming 
may 2010 by amitp
Game Rendering
Collection of links about graphic/rendering for games
gameprogramming  graphics 
may 2010 by amitp
Tile-Based Texture Mapping on Graphics Hardware
“ In this paper, we present a tile-based texture mapping algorithm by which we only have to physically store a small set of texture tiles instead of a large texture. Our algorithm generates an arbitrarily large and non-periodic virtual texture map from the small set of stored texture tiles.”
gameprogramming  graphics  algorithms 
may 2010 by amitp
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