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mcherm : gameprogramming   40

Introduction to A*
A very detailed description of the A* pathfinding algorithm complete with animated illustrations.
programming  gameprogramming  gamedev  algorithm  datavisualization 
december 2018 by mcherm
The Incredible Power of Dijkstra Maps - RogueBasin
For a roguelike, this is a way to give numerous mobiles varying and even conflicting goals while keeping to a reasonable amount of computation.
gameprogramming  datastructures  algorithms  programming  via:reddit 
december 2018 by mcherm
RogueBasin
A site with information on how to build a roguelike game.
programming  via:reddit  gameprogramming 
december 2018 by mcherm
How to Make a Roguelike
An incredibly huge and detailed article on building "roguelike" computer games.
gameprogramming  programming  gamedesign 
december 2018 by mcherm
Buckblog: Maze Generation: Algorithm Recap
Various algorithms for developing a maze, described and illustrated with animations. An excellent demonstration of algorithms.
programming  gameprogramming  algorithms 
november 2018 by mcherm
How Voxels Became ‘The Next Big Thing’ – 80Level – Medium
Polygons for 3D are reaching a complexity plateau, and cannot provide a freely-modifiable environment. Sampled 3D voxels are being developed.
via:reddit  programming  gameprogramming 
may 2018 by mcherm
Hexagonal Grids
Some notes on programming hexagonal grids.
algorithms  gameprogramming  via:reddit 
september 2017 by mcherm
Beware of Transparent Pixels - Adrian Courrèges
When drawn half a pixel over, the color of the 100% transparent pixels in your image can bleed through. How to fix it.
images  transparency  gamedev  gameprogramming  via:HackerNews  color 
may 2017 by mcherm
Python interpreter in Unity | Unity Community
The unity game engine CAN be used with Python, but not easily.
personal_net  python  gameprogramming 
april 2017 by mcherm
Making Crash Bandicoot
A really long and detailed article on the development of a console game.
gamedev  gameprogramming  via:HackerNews 
september 2016 by mcherm
How did game developers pack entire games into so little memory twenty five years ago? - Quora
"Ultimately Crash fit into the PS1's memory with 4 bytes to spare. Yes, 4 bytes out of 2097152."
programming  gamedev  gameprogramming  via:HackerNews 
september 2016 by mcherm
Game Programming Patterns / Optimizing Patterns / Spatial Partition
Some data structures for storing objects in games that help track their physical location.
gameprogramming  gamasutra  datastructures  programming 
july 2013 by mcherm
How to make your networked game smooth as butter | shurcooL's Blog
If you consistently have <100ms ping time to all other players, then render all other players 100ms behind their actual positions. Render all projectiles 100ms AHEAD of where they really are.
gameprogramming  gamedev  via:HackerNews 
february 2013 by mcherm
You can't measure clock skew
Pretend your server-to-client ping time is zero; it's indistinguishable from just having a different clock skew on the client.
programming  gameprogramming  gamedev  via:reddit 
february 2013 by mcherm
Joost's Dev Blog: Depth of field blur: the Swiss army knife that improved even the framerate of Awesomenauts
Blurring far-away items works well for appearance and for emphasizing the relevant stuff not the background. But it ALSO allows the background to be much lower resolution and still look good.
gameprogramming  gamedev  via:HackerNews 
april 2012 by mcherm
User Generated Quests and the Ruby Slippers » Elder Game: MMO game development
A game such as a MMORPG with user-generated content will always fail, because the users will *always* choose minimaxing over good content. I'm not sure I'm willing to believe it, but then that's exactly what the article predicts I would say.
via:boingboing  mmorpg  games  gamedesign  gameprogramming  mypostings 
may 2009 by mcherm
Lost Garden: The Princess Rescuing Application: Slides
A wonderful presentation (PowerPoint) that describes how to use lessons from the world of computer games to help in designing computer applications.
programming  design  gamedesign  gameprogramming  games  softwaredevelopment  webdesign  webdevelopment  via:NedBatchelder 
november 2008 by mcherm
deWiTTERS Game Loop Article
How to write the main loop for a game: you want a constant rate of updates but as many frames-per-second of display as the hardware will support. Throw in interpolation so the extra frames have something to show.
programming  gameprogramming  gamedev 
march 2008 by mcherm
BYTE.com > Graphics Programming Black Book by Michael Abrash
A book on optimization (down to assembly, particularly focused on graphics) that's available as a free PDF. It's old (486 code) but quite well written. See, for instance, the chapter on linked lists.
assembly  programming  optimization  books  graphics  gameprogramming 
february 2008 by mcherm
bit-tech.net | Spore: Hands-on Preview - Pollinated Content
Massively SINGLE-player online game. What's that mean? Read the article. It's about Spore.
gaming  gamedesign  gameprogramming  spore 
february 2008 by mcherm
scalagl - Google Code
OpenGL bindings for the Scala programming language.
scala  gameprogramming  OpenGL 
january 2008 by mcherm
About Lines and Distance of a Point to a Line (2D & 3D)
Calculating the distance between a point an a line and the point of closest approach along a line.
personal_net  programming  gameprogramming  math 
november 2007 by mcherm
Routine to calculate the distance of closest approach of two lines
Sample code to calculate the shortest distance between two (skew) lines.
personal_net  gameprogramming  math 
november 2007 by mcherm
bard.himel.pdf (application/pdf Object)
Formula for the shortest distance between two (skew) lines explained quite nicely.
gameprogramming  math  personal_net 
november 2007 by mcherm
Cowboy Programming » Mature Optimization
Article describing when it IS good to do early optimization, particularly in game programming.
programming  blogentry  gameprogramming  optimization 
october 2007 by mcherm
Steering Behaviors For Autonomous Characters
Very useful survey article giving the basics behind some good approaches to creating a game-playing AI which can steer through the world. Will be useful for me in writing my game.
programming  gameprogramming  algorithms  ai 
september 2007 by mcherm
A* Pathfinding for Beginners
An algorithm for finding the shortest path from A to B, particularly relevant for writing the AI for characters in a game.
programming  algorithms  ai  gameprogramming 
september 2007 by mcherm
Apache MINA
An apache library for high-performance networking using Java's nio library.
programming  java  networking  gameprogramming 
july 2007 by mcherm
Sui Help
Library for user interfaces built on top of the slick 2D gaming library in Java. NOTE: Later abandoned by its author, I think.
slick  programming  library  gui  graphics  sui  gameprogramming 
july 2007 by mcherm

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