amitp + gameprogramming 217
The Guide to Implementing 2D Platformers - Game Programming - Articles - Articles - GameDev.net
yesterday by amitp
Covers grid, polygon, pixel based movement maps; jumping; animations; controls
gameprogramming
yesterday by amitp
Gamasutra - News - Opinion: Synchronous RTS Engines And A Tale of Desyncs
4 days ago by amitp
Synchronous networking in Supreme Commander
gameprogramming
games
supremecommander
networking
4 days ago by amitp
TinyKeep AI Demo Part 1 of 5: Roaming and Chasing - YouTube
4 days ago by amitp
Video showing NPC exploring randomly until it sees the player, then follows by line of sight, then follows by going to recent player locations
gameprogramming
algorithms
4 days ago by amitp
How to Build a JRPG: A Primer for Game Developers - Tuts+
15 days ago by amitp
Covers state machines, menus, maps, combat
gameprogramming
15 days ago by amitp
Molly Rocket :: View topic - L-systems considered harmful
4 weeks ago by amitp
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
gameprogramming
simplicity
algorithms
structure
4 weeks ago by amitp
GDC 2013 - Dual Numbers (slides) [PDF]
5 weeks ago by amitp
Slides explaining how “dual numbers” work and how they can be used in games
gameprogramming
math
5 weeks ago by amitp
Low-Level Thinking in High-Level Shading Languages
6 weeks ago by amitp
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
gameprogramming
6 weeks ago by amitp
Graph Grammar based Procedural Generation for a Roguelike - YouTube
6 weeks ago by amitp
Nice video showing structural map generation using graph grammars, on a non-grid layout; see discussion at http://www.reddit.com/r/gamedev/comments/1bne5o/graph_grammar_and_voronoi_based_level_generation/
gameprogramming
maps
algorithms
6 weeks ago by amitp
Context Behaviours Know How To Share « Andrew Fray
6 weeks ago by amitp
Alternative to flocking-based steering that (essentially) uses utility functions assigned to each potential direction of movement
gameprogramming
algorithms
6 weeks ago by amitp
War of the Vikings
6 weeks ago by amitp
Learn AI behavior trees by playing this game
gameprogramming
algorithms
6 weeks ago by amitp
vraid/earthgen · GitHub
6 weeks ago by amitp
Planet generator. Beautiful hexagon+pentagon planetary surface, with climate generation.
gameprogramming
6 weeks ago by amitp
[Table] IAmA: I'm Tarn Adams of Bay 12 Games, co-creator of Dwarf Fortress. AMA! : tabled
7 weeks ago by amitp
AMA from Tarn Adams (Dwarf Fortress)
games
gameprogramming
dwarffortress
7 weeks ago by amitp
Under the Hood of SimCity's traffic
7 weeks ago by amitp
Maxis engineer explains how SimCity 5's traffic simulation algorithm works
simcity
gameprogramming
algorithms
transportation
7 weeks ago by amitp
How the GlassBox Engine works (based on the GDC 2012 talk and my observations) - includes some examples : SimCity
8 weeks ago by amitp
SimCity 5's "GlassBox" simulation engine lets them make new sim games and parts of sim games easily. Reddit post/discussion about it.
games
gameprogramming
algorithms
simulation
simcity
8 weeks ago by amitp
The complex grid | Emergent Urbanism
10 weeks ago by amitp
Algorithm for fractal city layout, creating boulevards and larger roads as needed
gameprogramming
10 weeks ago by amitp
Linear interpolation past, present and future « The ryg blog
january 2013 by amitp
Implementing linear interpolation (lerp) by using fused multiply-add. Not for speed, but increased accuracy.
math
gameprogramming
from delicious
january 2013 by amitp
The Sims - design documents
december 2012 by amitp
Uploaded by Don Hopkins; non-mobile URL is http://www.scribd.com/collections/4050497/The-Sims
simulation
gameprogramming
from delicious
december 2012 by amitp
Mapping the Island’s Walkable Surfaces
december 2012 by amitp
Visualization of walkable areas in a game uncovered some bugs in the world representation
visualization
gameprogramming
from delicious
december 2012 by amitp
Free music for professional licensing - Jamendo PRO
december 2012 by amitp
Royalty free music for commercial use (might be useful for indie game developers)
gameprogramming
music
from delicious
december 2012 by amitp
Multi-class blue noise
november 2012 by amitp
Blue noise is neat for being able to place objects in a reasonable layout; multi-class blue noise is placing multiple types of objects. This paper explores better ways of doing that.
graphics
gameprogramming
from delicious
november 2012 by amitp
The PA Report - Intrinsic vs. Extrinsic rewards in Klei’s latest game: Don’t Starve
november 2012 by amitp
"Back in 2010, Chris Hecker presented a talk about Intrinsic vs Extrinsic rewards, titled: Achievements Considered Harmful? You could say that this article is about our own, direct experience in the matter. It’s about how we nearly ruined our newest game by adding one of the most common game tropes: the quest system."
gameprogramming
from delicious
november 2012 by amitp
If I May Speak Procedurally, Sir: Building The British Countryside Generator | BIG ROBOT
november 2012 by amitp
Procedurally generated "British Countryside" maps. Uses voronoi for and perlin noise. Generates agricultural areas, villages, cliffs, trails, walls, forests. Each region has its own algorithms for populating its contents.
maps
gameprogramming
from delicious
november 2012 by amitp
rot.js
october 2012 by amitp
Library for making roguelikes in Javascript: pathfinding, maze generation, dungeon generation, field of view, turn scheduling, square and hex grids, seedable random number generator
gameprogramming
software
javascript
from delicious
october 2012 by amitp
OMPL: Introduction
october 2012 by amitp
"OMPL, the Open Motion Planning Library, consists of many state-of-the-art sampling-based motion planning algorithms. OMPL itself does not contain any code related to, e.g., collision checking or visualization. This is a deliberate design choice, so that OMPL is not tied to a particular collision checker or visualization front end."
software
algorithms
gameprogramming
pathfinding
from delicious
october 2012 by amitp
A Map Generation Speedrun with Answer Set Programming
october 2012 by amitp
Procedural map generation using constraints
maps
gameprogramming
from delicious
october 2012 by amitp
Explodomatica
october 2012 by amitp
Explodomatica is free software for generating explosion sounds (e.g. for use in games)
software
audio
gameprogramming
from delicious
october 2012 by amitp
Doomsday Console for Flash debugging
september 2012 by amitp
Preloader for the Doomsday Console -- inject this into your script to debug any swf.
software
gameprogramming
flash
from delicious
september 2012 by amitp
Kriging is Cool
june 2012 by amitp
Heightmap terrain defined by kriging function instead of arrays or spline surfaces.
math
gameprogramming
from delicious
june 2012 by amitp
The Great HTML5 Mobile Gaming Performance Comparison - Scirra.com
may 2012 by amitp
"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
may 2012 by amitp
Krzysztof Różalski » Blog Archive » haxeRush – part 2 (Android) - on games development and programing in general
may 2012 by amitp
Tutorial for using Haxe to make an Android game
haxe
android
gameprogramming
from delicious
may 2012 by amitp
FlashPlayerContainerPerformance - polygonal - Flash Player 9+ Array/Vector/LinkedList/Memory/ByteArray performance comparison table - haxe library for game developers - Google Project Hosting
april 2012 by amitp
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
april 2012 by amitp
Aras' page - Text - Compact Normal Storage for small G-Buffers
april 2012 by amitp
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
april 2012 by amitp
Game/AI: Interviewing AI Developers
march 2012 by amitp
"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
march 2012 by amitp
Vector Metaballs | Hook - Labs
march 2012 by amitp
Explanation and in-browser demo of metaball algorithms
gameprogramming
graphics
from delicious
march 2012 by amitp
Epic Flash memory leak track down « jpauclair
march 2012 by amitp
"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
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!:)"
march 2012 by amitp
Minecraft Like Rendering Experiments in OpenGL 4 - Codeflow
february 2012 by amitp
Lighting for games like Minecraft
gameprogramming
graphics
from delicious
february 2012 by amitp
Bin packing, texture atlasing, glyph caching, how do you do it? - GameDev.net
february 2012 by amitp
2d bin packing algorithms, useful in games (e.g. texture atlas creation)
gameprogramming
algorithms
from delicious
february 2012 by amitp
Deferred Rendering Demystified
february 2012 by amitp
"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
january 2012 by amitp
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
january 2012 by amitp
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
january 2012 by amitp
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
january 2012 by amitp
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
The Game Bakers – Money and the App Store: a few figures that might help an indie developer
january 2012 by amitp
Revenue and sales numbers for hit games and average games on iOS
gameprogramming
from delicious
january 2012 by amitp
Locomotion Smoke and Mirrors | Robot Invader
december 2011 by amitp
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
Maps - GTA San Andreas
december 2011 by amitp
Nicely rendered game maps for GTA:SA
gameprogramming
maps
games
from delicious
december 2011 by amitp
Visualization of AI and Gameplay: 5 Useful Examples in Practice
october 2011 by amitp
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
october 2011 by amitp
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
september 2011 by amitp
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
september 2011 by amitp
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
september 2011 by amitp
"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
september 2011 by amitp
"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
august 2011 by amitp
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
august 2011 by amitp
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
How to make Angry Birds – part 2 | Paul's blog@Wildbunny
august 2011 by amitp
Tutorial for making an Angry Birds like game in Flash.
gameprogramming
august 2011 by amitp
The Ren'Py Visual Novel Engine
august 2011 by amitp
"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
july 2011 by amitp
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
july 2011 by amitp
Another technique for making transition tile art for tile based games.
gameprogramming
july 2011 by amitp
Nils' MMO Blog: A Death Penalty
june 2011 by amitp
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
june 2011 by amitp
"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
june 2011 by amitp
Design docs, including file/memory formats, for Ultima 6.
gameprogramming
june 2011 by amitp
Attrition and Resource Management in RPGs
june 2011 by amitp
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?”
june 2011 by amitp
"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
may 2011 by amitp
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
april 2011 by amitp
Simple shadows in 2d top-down games, along with some interactive demos.
gameprogramming
april 2011 by amitp
flipcode - The Half-Edge Data Structure
april 2011 by amitp
"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
february 2011 by amitp
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
february 2011 by amitp
"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)
january 2011 by amitp
"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
january 2011 by amitp
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)
january 2011 by amitp
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
january 2011 by amitp
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
december 2010 by amitp
"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.
december 2010 by amitp
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
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