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Optimizing Software Occlusion Culling – index | The ryg blog
In January of 2013, some nice folks at Intel released a Software Occlusion Culling demo with full source code. I spent about two weekends playing around with the code, and after realizing that it made a great example for various things I'd been meaning to write about for a long time, started churning out blog…
blog  3d  graphics  gamedev  optimisation 
november 2019 by david.parrott
The Total Beginner's Guide to Game AI - Artificial Intelligence - GameDev.net
This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or ‘Game AI’ for short) so that you can understand what tools are available for approaching your AI problems, how they work together, and how you might start to implement them in the language or engine of your choice.
ai  gamedev  games  programming  development 
october 2019 by david.parrott
Create with Code - Unity Learn
In this official course from Unity, you will learn to Create with Code as you program your own exciting projects from scratch in C#. As you iterate with prototypes, tackle programming challenges, complete quizzes, and develop your own personal project, you will transform from an absolute beginner to a capable Unity developer. By the end of the course - if you want - you will also be ready to put your skills to the test on the Unity Certified User Programmer Exam. Most importantly, though, when y...
unity  gamedev  education 
august 2019 by david.parrott
Converting between Structs and Byte Arrays – GameDev<T>
When considering high performance networking - or fast file IO - fast methods for converting between structs and byte arrays can come in very handy.
c#  dotnet  programming  development  memory  gamedev 
august 2019 by david.parrott
Job Talle | Evolving Lindenmayer systems
Lindenmayer systems have been developed to model plant growth. An evolutionary algorithm can be used to simulate plant evolution using L-systems. The systems themselves represent DNA, while the structures they produce represent plants. This technique gives rise to interesting yet familiar plant-like structures.
ai  development  programming  gamedev  algorithm 
august 2019 by david.parrott
Job Talle | Convolutional textures
Self-updating textures can be used to achieve impressive visual effects using the GPU. In this article I demonstrate four interactive applications of this technique, ranging from simple cellular automata to displacing vegetation and simulating waves in a body of water.
art  development  gamedev  programming  graphics  algorithm 
august 2019 by david.parrott
Job Talle | 2D platformer physics
In this tutorial I walk through the process of writing a simple grid based platformer in javascript. The result is a universal platform physics engine suitable for any platformer. This implementation uses edge collisions instead of cell collisions, which allows for more compact level design.
ai  development  game  programming  gamedev  physics  algorithm 
august 2019 by david.parrott
Job Talle | Cubic noise
Coherent random noise can be used to create a great variety of effects. The algorithm for generating cubic noise is explained. An interactive cubic noise generator is included, as well as a procedural terrain generator.
ai  art  development  game  programming  gamedev  graphics  algorithm 
august 2019 by david.parrott
How to Make a Roguelike - Cogmind / Grid Sage Games
A comprehensive primer on how to get started with roguelike development, a text version of my talk at Roguelike Celebration 2018.
roguelike  development  programming  gamedev  game 
october 2018 by david.parrott
GB ASM Programming - GB ASM tutorial
A complete Game Boy assembly programming tutorial, providing resources for beginners and experts alike!
nintendo  gameboy  assembler  assembly  programming  tutorial  gamedev 
july 2018 by david.parrott
Overview - boardgame.io
work is to allow a game author to essentially translate the rules of a game into a series of simple functions that describe how the game state changes when a particular move is made, and the framework takes care of the rest. You will not need to write an
boardgames  framework  game  gamedev  games  programming  javascript 
february 2018 by david.parrott
MiniBoss • Pixel art tutorials
Pixel art tutorials Here are all the pixel art tutorials made by Pedro :D More info on his Patreon page! You can also support us via PayPal donation! #47 Outlines #46 Quadrupeds walk/trot #45...
art  gamedev  tutorial  pixelart 
september 2017 by david.parrott
Game AI Pro
Home of the book Game AI Pro
ai  book  game  gamedev  programming  games 
july 2017 by david.parrott
Wave Engine for game developers - WAVE cross platform engine
WaveEngine is a new cross-platform mobile engine to develop games for iOS, Android, Windows Store and Windows Phone.
game  engine  c#  programming  gamedev  dotnet  development 
march 2017 by david.parrott
raylib
raylib is a simple and easy-to-use library to learn videogames programming.
gamedev  programming  graphics  library  development 
november 2016 by david.parrott
Home | PSXDEV
Welcome to the PlayStation 1 and Net Yaroze (PSX, PS1 / PSone Dev.) Development website

Here you will find PlayStation 1 tools, information, manuals, help, guides and also meet programmers and former Yaroze members, as well as new users interested in PlayStation 1 development.
sony  playstation  development  sdk  programming  reference  gamedev  retro  psx 
november 2016 by david.parrott
PICO-8: FANTASY CONSOLE
PICO-8 is a fantasy console for making, sharing and playing tiny games and other computer programs. When you turn it on, the machine greets you with a shell for typing in Lua commands and provides simple built-in tools for creating your own cartridges.
gamedev  games  programming  console  pico8  retro  development 
august 2016 by david.parrott
The Transformation Matrix
This tutorial will introduce the transformation matrix, one of the standard technique to translate, rotate and scale 2D graphics.
gamedev  trigonometry  programming  development  maths 
february 2016 by david.parrott
Handmade Hero
Handmade Hero is an ongoing project to create a complete, professional-quality game accompanied by videos that explain every single line of its source code.
c  c++  gamedev  programming  windows  development 
january 2015 by david.parrott
Reverse Engineering Star Wars: Yoda Stories
e maps are actually a set of fixed smaller maps attached together. The fact that the IACT sections contain text that look like scripts further reinf
article  data  game  programming  binary  format  gamedev  hacking  development 
october 2014 by david.parrott
Tuff by BonsaiDen
Tuff is an original game for Nintendo's black and white GameBoy, based on a mix of Jump'n'Run and Metroidvania style game elements.
emulator  gameboy  gamedev  games  z80  development  programming 
august 2014 by david.parrott
Introduction to A*
one location to all other locations. Often we don’t need all the paths; we only need a path from one location to one other location. We can stop expanding the frontier as soon as we’ve found our goal. Drag the X around see how the frontier stops expanding as s
a*  gamedev  programming  algorithm  pathfinding  ai  development 
august 2014 by david.parrott
You Can Make Video Games
This site is here to encourage more people to get involved in making their own video games by providing advice and direction. Making video games has never been easier and so if you've got any interest in developing games we'll do our best to help you get started.
gamedev  games  resources 
june 2012 by david.parrott
JSBSim Open Source Flight Dynamics Model
JSBSim is an open source flight dynamics model (FDM) that compiles and runs under many operating systems, including Microsoft Windows, Apple Macintosh, Linux, IRIX, Cygwin (Unix on Windows), etc. The FDM is essentially the physics/math model that defines the movement of an aircraft, rocket, etc., under the forces and moments applied to it using the various control mechanisms and from the forces of nature.
c++  flight  flightsim  gamedev  opensource 
june 2012 by david.parrott
A Bitwise Method For Applying Tilemaps | Salt Games
A technique for automatically selecting the correct tile from a tilemap.
gamedev 
may 2012 by david.parrott
XNA GPA - XNA 4.0 RPG Tutorials
This page is for my XNA 4.0 RPG Tutorials series. On this page you will find the tutorials in PDF format as well as the project at the end of each tutorial.
2d  c#  development  gamedev  xna  tutorial  dotnet 
march 2012 by david.parrott
Artemis - Entity System Framework
Artemis is a high performance Entity System framework for games, written in Java, and is a framework to manage entities in a game world.
gamedev  java  library 
february 2012 by david.parrott
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