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Computer Graphics 2013, Lect. 5(2) - Linear and affine transformations. Computer Graphics 2013, Lect. 5(1) - Linear and affine transformations. Architecture - Component based game engine design. Why I switched from component-based game engine architecture to functional reactive programming – Lambdor Devblog by Gerold Meisinger. Sprite Sheet Packer - Home. Box2D mountain-bike. 2d game creation tools and tutorials. Mixital: Make your own games, cartoons, and music videos. About. Box2D is an open source C++ engine for simulating rigid bodies in 2D.

About

Box2D is developed by Erin Catto and has the zlib license. While the zlib license does not require acknowledgement, we encourage you to give credit to Box2D in your product. Video Game Development from the Deep - Episode 1. Game Development with SDL 2.0. Juan Belon Perez's Blog - How to create 2D Physics Games with Box2D Library. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Juan Belon Perez's Blog - How to create 2D Physics Games with Box2D Library

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. If you take a look to the list of the top games in the markets, flash-games portals,etc, what can you see? , there are a lot of 2D games with an outstanding use of physics and visual arts!. We are here today to study the physics of those games and to understand what are they made of, with Box2D.

But, more than the "what", it is much better to know the "how", first of all, let me ask you a question: if you would have to replicate a physics game mechanic or behaviour, will you have the skills and techniques to do so? I have designed 6 dimensions in my game, I'm using the same idea like a process capable of bring to your mind how are made features, so, before you say anything I'm writting near the dimension , the games from which we are replicating its physics, mechanics and art techniques.

Liquidfun/liquidfun/Box2D at master · google/liquidfun. ETH Zurich - Computer Science - CGL - CGL TWiki - GameClass. Since the beginning of time, two kingdoms have disputed for naval dominance.

ETH Zurich - Computer Science - CGL - CGL TWiki - GameClass

With only water between them, they fought their battles amidst the waves with mighty navies and magical powers. You, a powerful sorcerer that draws energy from nature, must now choose sides and wage war against your foe throughout the seasons. It will be a challenging task but your resolve shall not falter, it is up to you to defeat your enemy once and for all.

Download the game Trailer. Torque2D/SceneWindow.cc at master · GarageGames/Torque2D. UFO RUN Multiplayer Race - Open Source game. V-Play: Cross-Platform Development in Days for Games & Apps. Making a Game Engine: Transformations - Math and Physics. See Also:Making a Game Engine: Core Design Principles Moving objects around in a scene is not hard to do.

Making a Game Engine: Transformations - Math and Physics

You simply draw objects at different locations each frame. Adding rotation, and resizing on top of that makes the code a little trickier but still not hard to manage. But then start trying to move objects relative to another such as putting a sword in a character's hand and things can get really tricky. The sword should stay in the character's hand regardless of what direction they rotate or where they move. Coordinate Systems In order for a coordinate to have any meaning there needs to be a point of reference to base that coordinate off of. The ball itself also has a location but its location is measured in world coordinates. Daniel Cook: Game Design Theory I Wish I had Known When I Started. Open Source Tools for Game Development. Pro Android Graphics - Apress IT eBooks & Books. Pro Android Graphics is a comprehensive goldmine of knowledge and techniques that will help you design, create, and optimize 2D graphics for use in your Android Jelly Bean applications.

Pro Android Graphics - Apress IT eBooks & Books

Android application developer and expert multimedia producer Wallace Jackson of Mind Taffy Design shows you how to leverage Android's powerful graphics APIs in conjunction with professional open source graphics design tools such as GIMP 2.8.6 and more. You’ll learn about: The foundational graphics concepts behind the three core new media areas (digital imaging, digital video, and 2D animation) which relate to graphics design, and how to optimize these new media assets for your Android applications across iTVs, tablets, eReaders, game consoles, and smartphones. Digital imaging techniques for Android apps design, including graphics design layouts and graphical user interface elements, and how to use image compositing techniques to take your digital imaging to far higher levels.

SwedishCoding.com. Object Pool · Optimization Patterns · Game Programming Patterns. Blog. Phew!

Blog

I’m done writing the Tome of SpriteBuilder. There’s only edits and reviews left, page proofing and then it goes out to print. Meanwhile, I’m cleaning up and extending the Bouncy Beast project for its App Store release. Time to share some insights as I haven’t been able to slice some time off to write about the process as I originally intended to. Brace Yourselves Android Developers, A New Android Compiler Is Coming. Fragmentation has been a source of frustration for Android developers and consumers for years; now it seems things will get worse before they get better.

Brace Yourselves Android Developers, A New Android Compiler Is Coming

A new Android compiler is coming, again, and there are some noteworthy developments on the hardware front, which could affect developers. With Dalvik out of the picture, many people expected Google’s new 64-bit capable ART runtime to stick around for years, which it probably will, but it will get a major overhaul in the near future. Video Game Physics Tutorial - Part I: Rigid Body Dynamics. This is Part I of our three-part series on video game physics.

Video Game Physics Tutorial - Part I: Rigid Body Dynamics

For the rest of this series, see: Game Physics: Collision Detection – GJK. This post is part of my Game Physics Series.

Game Physics: Collision Detection – GJK

As mentioned earlier, all collision detection algorithms are essentially determining if the CSO of two shapes contains the origin. The collision detection I am going to introduce to you here, the Gilbert-Johnson-Keerthi (GJK) algorithm, is no different. GJK is one of the most popular collision detection algorithms, because it is very efficient and intuitive (once you get it, of course). Itled. The following zip files contain the source code and project files for Visual Studio 2012.

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If you want everything, use the first link. If that fails for some reason (such as your ISP limiting your download size), use the chapter-by-chapter links following. In order to use this code you must purchase and install Visual Studio 2012, and download and install the free DirectX SDK, June 2010 from Microsoft. The Nature of Code. “Trigonometry is a sine of the times.” — Anonymous In Chapters 1 and 2, we carefully worked out an object-oriented structure to make something move on the screen, using the concept of a vector to represent location, velocity, and acceleration driven by forces in the environment.

We could move straight from here into topics such as particle systems, steering forces, group behaviors, etc. If we did that, however, we’d skip an important area of mathematics that we’re going to need: trigonometry, or the mathematics of triangles, specifically right triangles. Trigonometry is going to give us a lot of tools. Bodies - Box2D tutorials - iforce2d. Last edited: July 14 2013 Chinese version -> 中文 Bodies Bodies are the fundamental objects in the physics scene, but they are not what you actually see bouncing around and colliding with each other. Sound confusing? GLSL reusable/shared functions, shared constants (OpenGL ES 2.0)?

WebGL - Orthographic 3D. This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about 2D matrices. If you haven't read those please view them first. In the last post we went over how 2D matrices worked. We talked about how translation, rotation, scaling, and even projecting from pixels into clip space can all be done by 1 matrix and some magic matrix math.

To do 3D is only a small step from there. Box2D mountain-bike. RenderE/src/core/render_e at master · mortennobel/RenderE. How To Create Cool Effects with Custom Shaders in OpenGL ES 2.0 and Cocos2D 2.X. This is a post by iOS Tutorial Team member Krzysztof Zablocki, a passionate iOS developer with years of experience. Learn how to make cool effects like this with Cocos2D 2.0 shaders! Shaders may very well be the biggest step forward in computer graphics since the introduction of 3D into games. They allow programmers to create completely new effects and take full control of what’s seen on the screen. If you aren’t using shaders yet, you will be after reading this tutorial!

3D Graphics with OpenGL - The Basic Theory. 1. Roxlu. I remember that before I started with OpenGL or graphics programming I saw all these nice colorful images without actually knowing that it were normal maps I was looking at. Also when writing shaders I didn't really know common ways to check if the results of my shading calculations were actually correct. Books on OpenGL and Graphics Programming. With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages.

Studio. Android Studio is the official IDE for Android app development, based on IntelliJ IDEA. On top of IntelliJ's powerful code editor and developer tools, Android Studio offers even more features that enhance your productivity when building Android apps, such as: Shaders \ Processing.org. Efficient parallax scrolling background using GLSL shaders. Posted on Wednesday, 18 December 2013 Take a look at this. The scrolling background has 4 layers, each with an alpha channel. Each layer is 2560x720. Shadertoy BETA. GLSL Sandbox Gallery. OpenGL ES Pixel Shaders Tutorial. Bark at the Moon.fsh! In this pixel shaders tutorial, you’ll learn how to turn your iPhone into a full-screen GPU canvas. Tutorial 5 : A Textured Cube. In this tutorial, you will learn : Texture atlases, wrapping and mip mapping. Today I want to write about what is probably the single most common question that gets asked regarding greedy meshes.

Modern OpenGL 03 - Matrices, Depth Buffering, Animation — Tom Dalling. Secret Maryo Chronicles download. How to build a racing game - curves. Platform Masters - In-depth development history, screenshots 41-50. Chapter 12. Tile-Based Texture Mapping. Make a Neon Vector Shooter for iOS: First Steps. Game Programming. Amazon. A real OpenGL ES 2.0 2D tutorial part 7 – Texture Atlas. Lazy Foo' Productions - Repeating Textures. Math for Game Programmers 05 – Vector Cheat Sheet. Higher-Order Fun. Math for Game Programmers 05 – Vector Cheat Sheet. DeWiTTERS Game Loop – Koonsolo Games. OpenGL Batch Rendering - OpenGL. Programming Game AI by Example. Multithreaded Renderloop – 1. SOIL. Image Libraries - OpenGL.org.

Thoughts on multi-threaded 2D game development in directx9. Multicore and GPU Programming: An Integrated Approach - Gerassimos Barlas. Oxygine / oxygine-framework. Fixed-Time-Step Implementation. How I ran AMD CodeAnalyst on an Intel CPU. Badland Editor - Overview (7.9) How to use texture, and color also in WebGL? Flexible Particle System - Summary. How To Build a Monkey Jump Game Using Cocos2d 2.X, PhysicsEditor & TexturePacker – Part 1. How To Build a Monkey Jump Game Using Cocos2d 2.X, PhysicsEditor & TexturePacker – Part 2. TexturePacker - Create Sprite Sheets for your game! Sprite Renderer. Motive Animation System: Motive Version 1.1.0. Cocos2d-x - World's #1 Open-Source Game Development Platform. Torque2D/engine/source/2d/sceneobject at master · GarageGames/Torque2D. GarageGames.com. Bullet3/btDiscreteDynamicsWorld.cpp at master · bulletphysics/bullet3.

2D - Complete Kit. Why GPUs don’t like to share - a guide to improve your renderer on PowerVR-based platforms. V-Play Engine Examples and Demos. Randy Gaul's Game Programming Blog. Game Design Deep Dives. Home. OpenGL ES From the Ground Up, Part 6: Textures and Texture Mapping. MakingGamesWithBen. Math Primer Series: Vectors II: Vector Operations. Examples.