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http://www.gamedev.net/ GameDev.net Torque 3D 1.1, the successor of the Front Line Award-winning engine from GarageGames, has been publicly released and is now available for purchase and download. Built upon superior technology and still the full source engine leader, the latest version of Torque 3D is unparalleled in its class....

Please visit archive.gamedev.net for a static representation of the old site. http://www.gamedev.net/reference/snippets/features/xmlParam/ Response Curves in XML for Game Parametrization

If you have a Zune, WP7, iPhone, iPad, or iPod device, choose the low or medium MP4 file. If you just want to hear the audio of the video, choose the MP3 file. If you'd like a lower bitrate version, to reduce the download time or cost, then choose the Medium Quality WMV file. Right click “Save as…” If you want to view the video on your PC, Xbox or Media Center, download the High Quality WMV file (this is the highest quality version we have available). http://channel9.msdn.com/Blogs/Tina/TechFest-2008-In-Depth-Image-Editing TechFest 2008: In-Depth Image Editing | Tina Wood | Channel 10

Independent Video Games - Wolfire Games The path from backstage to the manhole http://www.wolfire.com/

An Introduction to AI in Games from Phil Carlisle http://blog.wolfire.com/2010/01/An-Introduction-to-AI-in-Games-from-Phil-Carlisle Given the pathfinding basics being provided by Mikko, the next part of the basics to cover, is to control the AI logic. There are three typical approaches currently used in games.

Fading detail textures http://blog.wolfire.com/2009/12/Fading-detail-textures This technique works well, but it's not completely satisfying. Can you think of a better solution to this problem? The easiest way to fix the tiling problem is to just fade out the detail maps as they get farther away. Now you never see them from far enough away for the tiling to be visible!

Why I Write Tools

Later came the dominant bad boys of the Amiga era - Sensible Software and the Bitmap Brothers - with their hyper-polished, subtly anarchic 2D masterpieces. how indie gaming is reviving the Britsoft s http://www.guardian.co.uk/technology/gamesblog/2010/jan/26/casual-gaming-indiegames

5 Simple Ways To Improve Game Menus

http://www.indiegames.com/blog/ Indie Games Webblog In addition, each of the ten finalists in the Indie Game Challenge will receive the opportunity to pitch their game face-to-face with a number of leading publishers and developers at D.I.C.E., giving them a chance to secure a distribution deal for their selected title. Indie Game Challenge organizers also said that later this year they will award one of these teams with a $50,000 scholarship to The Guildhall at SMU.

let's talk about jumping

"People in a room talking" "Saying something meaningful about the human condition" When you relax these three constraints, creating meaningful games becomes immensely easier. We go from a problem domain where there are almost zero compelling solutions to one where there are thousands of solutions. For the rest of the essay I'll cover three big impossibilities facing games' acceptance as a culturally important activity. Each problem appears 'hard' when approached through the lens of our false constraints. Three False Constraints http://www.lostgarden.com/2009/11/three-false-constraints_29.html

Hey nice pearl! I really like it :) by therogvarok Apr 28

Hey, your pearltree is awesome. I'll try to make one cool too. by ornicar Jan 18