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SFML - Simple and Fast Multimedia Library. Introduction This tutorial is the first one you should read if you're using SFML with the Visual Studio IDE (Visual C++ compiler).

SFML - Simple and Fast Multimedia Library

It will explain how to configure your SFML projects. Installing SFML First, you must download the SFML SDK from the download page. You must download the package that matches your version of Visual C++. I want to be a game developer... now what? With people looking to get into game development the same questions come up over and over, so I’ve opted to put my thoughts on the subject in one place and to compile a list of resources for new developers.

I want to be a game developer... now what?

Those questions? “I want to learn game programming, what language should I use?” Programming, Computer Science, and Technology blog. Megan Fox's Blog - Game Engines 101: The Entity/Component Model. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Megan Fox's Blog - Game Engines 101: The Entity/Component Model

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. There are many approaches to game engine design, and this is far from the best in all cases, but it is certainly the most common overall. Welcome to the wide world of component-based entities. First, let's address the way most people fresh out of Data Structures, CS 101, etc think of game objects: class Engine { int numberOfCylinders; .... } class Car : Public Engine { bool hasComfySeats; bool numSeats; ... }

DirectX Graphics and Gaming. DirectX - Game Programming with DirectX. DirectX 11 Tutorials. Prep: The Graphics Pipeline. In this preparation tutorial I will give an brief overview of the graphics pipeline.

Prep: The Graphics Pipeline

A basic knowledge of the steps that a graphics card performs while rendering is essential for using and understanding modern OpenGL. OpenGL is of course, a graphics rendering API. It provides functions for you as a programmer to generate primitives (triangles, points etc.) by specifying the vertices that make them. These vertices are then manipulated by the graphics card, and then the final shapes are rasterized with the eventual result being a chunk of pixel data in a buffer. This buffer, called the framebuffer, is what you see displayed on the screen. There are a few steps though between supplying the raw vertex data, and the framebuffer being displayed and this is called the rendering pipeline. Step 1. - Per-vertex Operations In this stage the vertices that are sent to OpenGL are normally transformed through the model-view-projection matrix into screen coordinates.

Tutorials for OpenGL 3.3 and later. Writing Game Code. Understanding Pac-Man Ghost Behavior. Posted on December 2, 2010 It only seems right for me to begin this blog with the topic that inspired me to start it in the first place.

Understanding Pac-Man Ghost Behavior

Not too long ago, I came across Jamey Pittman’s “Pac-Man Dossier”, which is a ridiculously-detailed explanation of the mechanics of Pac-Man. I found it absolutely fascinating, so this site is my attempt to discover and aggregate similarly-detailed information about other games (albeit in much smaller chunks). However, as a bit of a tribute, I’m going to start with Pac-Man as well, specifically the ghost AI. It’s an interesting topic, and hopefully my explanation will be a bit more accessible than Jamey’s, due to focusing on only the information relevant to ghost behavior.

About the Game “All the computer games available at the time were of the violent type - war games and space invader types. Windows Phone 7 Application and Game Development by Rob Miles. If you are new to Windows Phone, or Game Development then this session is for you.

Windows Phone 7 Application and Game Development by Rob Miles

Find out what hardware and software you will need to get started, and what the game development options are for this exciting new platform. A* Pathfinding for Beginners. By Patrick Lester (Updated July 18, 2005) This article has been translated into Albanian, Chinese, Finnish, German, Greek, Korean, Polish, Portuguese, Romanian, Russian, Serbian, and Spanish.

A* Pathfinding for Beginners

Other translations are welcome. See email address at the bottom of this article. The A* (pronounced A-star) algorithm can be complicated for beginners. While there are many articles on the web that explain A*, most are written for people who understand the basics already. This article does not try to be the definitive work on the subject. Finally, this article is not program-specific. But we are getting ahead of ourselves. Introduction: The Search Area Let’s assume that we have someone who wants to get from point A to point B. [Figure 1] The first thing you should notice is that we have divided our search area into a square grid. These center points are called “nodes”. Starting the Search We begin the search by doing the following: Game/AI: Fixing Pathfinding Once and For All. July 26, 2008 Fixing Pathfinding Once and For All I normally do everything I can to avoid saying things that could be interpreted as a criticism of other games or developers in the industry.

Game/AI: Fixing Pathfinding Once and For All

But in this case, I had to make a bit of an exception. I need to talk about some problems we face with pathfinding.