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david.parrott : gamedev   78

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  math  development 
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  Programming  z80  development 
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
Raycasting
uter: all the walls have the same height and are orthogonal squares on a 2D grid, as can be seen in this screenshot from a mapeditor for Wolf3D:
code  games  graphics  programming  raycasting  3d  game  tutorial  gamedev  algorithm  development 
june 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
game-testing.org: Testing Interactive Fiction games
Here you can sign up to become a tester for Interactive Fiction games under development or, if you're an author yourself, find testers for your own game.
game  games  reference  testing  gamedev  interactivefiction 
august 2011 by david.parrott
How to Write a Roguelike in 15 Steps - RogueBasin
This is a rough route map for the creators of roguelikes. I'm well aware that there are many possible routes and that no two journeys are the same -- this is a description of one of possibilities and maybe will help you to plan your own.
programming  development  game  games  tutorial  roguelike  design  gamedev 
may 2011 by david.parrott
Gamasutra - Features - An Intro to Cellular Automation
This feature takes a look at cellular automation, an algorithmic simulation useful in games, and discusses its use in titles like Minecraft and Dwarf Fortress, as well as other examples, and explains how it can be useful in the context of a game in development.
article  reference  cellular-automata  development  programming  gamedev 
may 2011 by david.parrott
XNA Debug Terminal
XNA Debug Terminal is a library that creates a display to run on top of your game. It allows you to retrieve/set values and invoke methods all while your game is running. It is even possible to track values in real-time as the game progresses. This brings the concept of Visual Studio's debugger into an environment more suited for game development.
xna  visualstudio  gamedev 
april 2011 by david.parrott

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