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Game Programming

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Downloads and Documentation. CG, 3D, Animation and VFX Training and Tutorials. String Augmented Reality Launches. Today sees the public launch of the excellent Augmented Reality plugin for Unity from String. Focusing intensively on creating their technology for use with Unity, String have been working with a number of respected Unity developers to create showcase material as they have worked through an intensive beta stage over the past year. At today’s Augmented Reality Summit, String will unveil some of their latest developments that go far beyond what they have teased so far. You can watch the String presentation via the following Stream live or as an edited version once their talk has finished - String touts one of its key selling points as being fast, stable and easy to use, and they are keen to remind Unity developers that they aim to bring a formerly somewhat inaccessible technology to a new audience of developers thanks to their easy to use toolset.

Time will tell how you Unity developers take them up on this but I for one can’t wait to see what you all come up with! Tutorials - Unity Videos. Continuous Integration for Everybody — TeamCity. Embree - Photo-Realistic Ray Tracing Kernels. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization. Overview Designing first-person action games for Internet play is a challenging process.

Having robust on-line gameplay in your action title, however, is becoming essential to the success and longevity of the title. In addition, the PC space is well known for requiring developers to support a wide variety of customer setups. Often, customers are running on less than state-of-the-art hardware. The same holds true for their network connections. While broadband has been held out as a panacea for all of the current woes of on-line gaming, broadband is not a simple solution allowing developers to ignore the implications of latency and other network factors in game designs. Your game must behave well in this world.

Basic Architecture of a Client / Server Game Most action games played on the net today are modified client / server games. With this in mind, the typical client / server game engine architecture generally looks like this: The server has a somewhat similar loop: Client Side Prediction. Austin GDC 2008 - Robust, Efficient Networking. Robust, Efficient Networking Austin GDC 2008 Ben Garney, Pushbutton Labs Lots of games have bad networking. Not a lot of games have great networking. Learn about the ingredients and design decisions that are needed to keep your game running smoothly in even the worst network situations. Note: KeyNote won't export the talk as PPT. Video Of The Talk MP3 Of The Talk From Austin Download The Talk (PDF) Here are links to some useful related resources: OpenTNL, the GPL-ed networking library I referenced. Please contact Ben with any questions or comments at Information about the other talk I gave at Austin, Unlocking Flash To Build The Next Great MMO.

Tutorials for visual effects artists, concept designers, sculptors and comic book illustrators and traditional artists using Maya, ZBrush, 3ds Max, Photoshop and Painter as well as traditional drawing and painting. Game Development Tutorials – Networking for Game Programmers. UDP vs. TCP What is the best way to send data between machines? Do you use TCP sockets, UDP sockets or a mixture of both? In this article we explore this fundamental choice and decide on the best option for fast-paced action games. Sending and Receiving Packets This article shows how to send and receive UDP packets using BSD sockets, giving you source code that works across MacOS X, Windows and Unix. Virtual Connection over UDP Learn how to create your own virtual connection between two machines on top of UDP. Reliability and Flow Control Learn how to implement your own reliability system on top of UDP using sequence numbers and acks.

Debugging Multiplayer Games Explains the techniques used by professional game developers to debug multiplayer games. What Every Programmer Needs To Know About Game Networking A brief overview of the history of PC multiplayer games. Floating Point Determinism. Comparative Media Studies | CMS.608 Game Design, Fall 2010 | Audio Lectures. Getting Started. How long have you dreamed of making a video game? Video game development is a substantial industry, employing over 40,000 people in North America alone. But while many people daydream about working in game development, few have the chops to follow through and take action. We know that's why you're here now: to take action. These Getting Started pages will introduce you to the world of game development by breaking down some of the complex information.

If you've got the basics down, our homepage has daily news updates and feature articles to keep you in sync with the professional world. Check out our community forums, too, where you can network with fellow newbies and ask working professionals for their opinionated advice. To work in game development, you've got to have tenacity. Game Design » #AltDevBlogADay. Mantis Bug Tracker. Java3DGamingWithNetBeans. Developing 3-D Games with the NetBeans IDE and jME 2.0.1 By rkusterer AT netbeans DOT org This tutorial shows how to set up the NetBeans IDE to start creating Java 3-D games with the jMonkeyEngine framework. jME 2.0.1 now supports Solaris additionally to Windows (32/64-bit), Linux (32/64-bit), and Mac OS X, and the library path set-up of this tutorial was updated (October 2009). Note: jMonkeyEngine version 3 (currently in alpha) comes with an integrated IDE based on the NetBeans platform that includes tools for model and material loading, conversion, editing and more called "jMonkeyPlatform".

See for more information. The jMonkeyEngine is a 3-D engine for developing 3-D computer games. jME is not Drag'n'Drop, you have to code everything by hand, but the quality of the result makes it worth to be patient and learn it: Have a look at these 3-D apps created with jME. Requirements: 0. 1. To get the jME framework: 2. 3. 4. 5. How? 6. SpeedTree® | Welcome. Game Programming Wiki - GPWiki. Human_ik_intro_demo_800x480. Game Editor - the game design software for anyone interested in game developing. DevMaster.net - Your source for game development. Game/AI: July 2008 Archives. 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.

But in this case, I had to make a bit of an exception. I need to talk about some problems we face with pathfinding. In order to prove that these problems still exist, I felt the need to make this video ... which will hopefully be taken in the humorous and lighthearted spirit in which it was intended All of these clips were recorded over the last week with the latest, most-recently-patched version of each game.

As you can see, we're still a long way from having robust pathfinding across the board ... and it's even a problem in some million-unit-selling, AAA-quality titles. It's not necessarily a universal problem. But there are still too many games that do pathfinding the same way that games did in the 1990s. (Note: The only reason you see lots of PC role-playing games here just comes down to convenience. Figure 1. 1. YoYo Games. Last updated: 02/04/2019 We (meaning YoYo Games Limited, company number 05260718) use technologies on our website and mobile services (which we'll call the Services) to collect information that helps us improve your online experience.

We refer to these technologies, which include cookies, collectively as “cookies.” This policy explains the different types of cookies used on the Services and how you can control them. We hope that this policy helps you understand and feel more confident about our use of cookies. Cookies are small text files that are stored on your computer or mobile device. Below we list the different types of cookies we may use on the Services. Essential Cookies. Essential cookies on the Services may include: Performance Cookies. Performance cookies on this Services may include: Functionality Cookies. Targeting or Advertising Cookies. Banner Advertising On Other Websites Targeting and advertising cookies on this Services may include: Google Adwords Facebook Twitter Google Facebook. The Independent Gaming Source.