amitp + gamedev   381

The RLTiles
Free (CC0) tiles for roguelike dungeon games
art  gamedev 
8 days ago by amitp
Unity C# Tutorials
Great set of tutorials — marching squares, noise, hexagons, graphics, meshes
gamedev  unity 
8 weeks ago by amitp
Game design/balance tool. There's an older Flash version here:
9 weeks ago by amitp
Procedural Terrain Generation in Civilization V
A blog post with screenshots and some notes; not many details
procedural  gamedev 
10 weeks ago by amitp
GitHub - Fil/lap-jv: Linear Assignment Problem — A Javascript implementation of R. Jonker and A. Volgenant’s algorithm
This algorithm solves the Assignment Problem faster than Munkres-Kuhn. Useful in simulation games for deciding which dwarves get assigned to which jobs.
gamedev  algorithms 
january 2017 by amitp
deWiTTERS Game Loop – Koonsolo Games |
Various game loops — fixed fps, variable fps,
december 2016 by amitp
Crowd flows
Pathfinding with crowd flows, used in Supreme Commander 2
december 2016 by amitp
Autumn of Indie Game Markets
"Ah, the fall. A time to reap what has been sown and contemplate the cycles of the seasons. If you are a smaller game developer, you…"
gamedev  wisdom 
november 2016 by amitp
Multi-Class Poisson Disk Sampling - Microsoft Research
procedural placement of multiple resource types, each with different distance requirements
procedural  gamedev  algorithms 
november 2016 by amitp
Dave's Mapper
Dungeon map generator with hand-drawn style. Assembles blocks drawn by many different artists
procedural  gamedev 
october 2016 by amitp
Coding Math - YouTube
Math gamedev series for people who learn from videos
gamedev  math 
october 2016 by amitp
PLF C++ Library - plf::colony
Fast data structure for unordered-array-of-struct, especially for gamedev. However, the comparison with std::vector seems unfair, especially erasing, where you'd instead swap(v[i], v.back()) and then v.pop_back(). The main advantage of colony over other data structures I've seen is that iterators & pointers are never invalidated, so you can store pointers in other data you have instead of an ID/handle/index.
c++  software  gamedev 
september 2016 by amitp
Jvdo comments on Room detection in games like terraria
Algorithm used by Terraria to determine whether a room is complete
algorithms  gamedev 
september 2016 by amitp
Game Engine Containers - handle_map
"This article explores the creation of a data container for game programming. This container is meant to take the place of C++ standard library containers such as std::map and std::unordered_map, with an alternative that stores data contiguously in memory."
c++  software  gamedev 
september 2016 by amitp
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 
september 2016 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 
september 2016 by amitp
NetHack 4
NetHack's design philosophies, including making things easy enough that experienced players can play with self-imposed restrictions
design  gamedev 
august 2016 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 
august 2016 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 
july 2016 by amitp
Game logic before graphics : gamedev
In comments: screenshot of the first version of Path of Exile compared to release version
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"
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
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
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
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
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.
april 2015 by amitp
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