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Latest Game Development Articles (View All Articles) |
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Introduction to C++ with Game Development: Part 8, Memory Addresses and Pointers
Pointers are one of the core concepts in C++ and therefore deserve an article on their own. In this article, we're going to cover the basics of memory address, which will lead to understanding pointers and how they work. (11/03/2010) |
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Introduction to C++ with Game Development: Part 7, Debugging
In this tutorial, we're going to look at how you can stop and start your code to see what it is doing as well as view some variables and values, which is a process known as 'debugging'. When encountering bugs, this process helps in understanding why they are occurring and how to fix them. (11/03/2010) |
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Introduction to C++ with Game Development: Part 6, Float numbers
In this article, we go over a special kind of number representation, called a 'float'. We're going to look at how you can get the computer to calculate with decimal values (numbers like 3.14), instead of only integral values (numbers like 3). (24/02/2010) |
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Introduction to C++ with Game Development: Part 5, Conditions
Continuing from the past article, we go over "condition" elements in C/C++, which which allow you to make important decisions that can help you to control the way your program flows. (24/02/2010) |
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| Wednesday, March 17, 2010 |
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Hilva XNA Graphics Engine
Posted by:
Mahdi Khodadadi Fard at 10:40:27 am
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Hilva XNA Graphics Engine is an extension to Microsoft XNA Framework, 100% written in C# and XNA, offering materials, post process, lights, shadows, skeletal animations, high dynamic range rendering and much more. The lastest release of the engine is able to load motion capture data from Biovision Hierarchy (BVH) files and will support Acclaim's Motion Capture (AMC) files in future releases.
Visit Hilva's Homepage
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| Friday, March 12, 2010 |
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Autodesk Unveils 2011 Versions of Its Digital Entertainment Creation Software
Posted by:
Autodesk at 1:56:58 pm
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Autodesk, Inc. has announced the latest versions of its Digital Entertainment Creation software for 3D modeling, animation, effects, rendering, compositing, digital sculpting and 3D painting. The 2011 versions offer new features and enhancements that help accelerate workflows and improve interoperability, helping artists to maximize their creativity and optimize their productivity. Autodesk has also launched new versions of Autodesk Kynapse and Autodesk HumanIK game development middleware, focused on improving ease of use.
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Autodesk Introduces Interactive Curriculum for Game Development
Posted by:
Autodesk at 1:51:22 pm
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Autodesk, Inc. has introduced its “Vehicle for Games” curriculum for post-secondary students. The 16-week curriculum provides hands-on training for the entire game development pipeline, from concept art to creating an engine-ready asset. This free* web-based curriculum is designed to be used with Autodesk Maya modeling, animation, rendering and visual effects software, and Autodesk Mudbox digital sculpting and texture painting software.
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Autodesk and Epic Games Team Up to Streamline Autodesk-to-Unreal Workflow with FBX
Posted by:
Autodesk at 1:46:29 pm
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Autodesk, Inc. and Epic Games, Inc. have collaborated to provide greater connectivity between Autodesk’s art creation and animation tools and Epic’s Unreal Engine 3, using Autodesk FBX data interchange technology. Autodesk FBX 2011 offers a faster, more streamlined workflow for transferring content created in Autodesk Maya 2011 and Autodesk 3ds Max 2011 software into Unreal Engine 3 — helping boost production efficiency and preserve creative intent.
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Major Update for the NeoAxis Game Engine (0.84)
Posted by:
Ivan Efimov at 3:28:06 am
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Today the NeoAxis Group released a major update for their NeoAxis Game Engine.
The set of new features and the numerous improvements make it even easier for developers to produce high-quality applications and games.
The changes in the new version enhance the graphics quality, e.g. improved shadow quality. At the same time the overall performance is increased by over 25% and the loading times are significantly reduced.
The new exporter supports now Autodesk Maya, morph animation and has a ton of new features helping artists working with the NeoAxis Game Engine.
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| Thursday, March 11, 2010 |
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Genetica 3.5 Released - Turn Photos into Seamless Textures
Posted by:
CJO at 5:26:29 pm
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Spiral Graphics Inc. has released Genetica 3.5, a giant leap forward for its flagship seamless texture, animated texture, and HDRI environment map package. A free trial can be downloaded from here.
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| Wednesday, March 10, 2010 |
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Graphic Remedy launches gDEBugger CL
Posted by:
Graphic Remedy at 7:01:45 am
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Graphic Remedy, a leading provider of advanced solutions for 3D graphics developers, today launched gDEBugger CL at Game Developer Conference 2010. gDEBugger CL allows OpenCL™-based application developers to deliver complex parallel computing applications and significantly improve application performance. gDEBugger CL offers advanced debugging, profiling and memory analysis capabilities that reduce development time, accelerate time to market, help deploy the application on multiple platforms and boost application parallel computing performance.
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| Tuesday, March 9, 2010 |
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pmG Releases messiahStudio4.5 Animation And Rendering Software, With FBX Export
Posted by:
pmG Worldwide, LLC at 2:21:58 pm
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pmG is pleased to bring a Mac OS X version, new AutoRig version 3 system, new Hair Guide abilities with dynamics and collision, Point Animation mask mode and FBX export, to its messiahStudio 4.5 Animation and Rendering software.
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Punchers Impact and Firefly bank on Trinigy
Posted by:
Trinigy at 10:44:41 am
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Trinigy, an industry leading 3D game engine provider with over 125 licensees and offices in Germany and Austin, TX, announced today that it has signed a multi-platform deal with game publisher Mindscape to use the Vision Engine for its upcoming action/fighting title, which is being developed by Mindscape’s recently launched development studio Punchers Impact. An existing customer – Firefly Studios – has also re-signed with Trinigy to use the Vision Engine on their upcoming title.
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| Monday, March 8, 2010 |
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Unity Technologies Unveils Third Generation of Its Powerful Development Platform
Posted by:
Alison Beasley at 1:28:00 pm
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Unity Technologies, the provider of the market-leading Unity development platform for 3D interactive content on the Web, PC, Mac, Wii™ and iPhone, introduced today Unity 3.0, the newest release of its platform that will be showcased at the Game Developers Conference (GDC) this week. In addition, Unity Technologies announced today that it will expand its list of supported platforms to include Android, iPad and PlayStation 3.
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| The Daily Code Gem |
By: Nicolas Capens
12 Comment(s)
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| Latest Forum Posts |
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Recruitment Requests:
[PAID] Hiring iPhone/Flash developer and 2D/3D Artist. On-going contract work.
(Today, 11:15pm)
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Code & Snapshot Discussion:
Calculating normals of a mesh
(Today, 10:37pm)
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General Development:
3D racing game
(Today, 09:36pm)
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Personal Announcements:
Astrosmash Remake
(Today, 07:28pm)
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Game Design:
A guide to creating killer MMORPG's
(Today, 06:22pm)
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Game Design:
Big World Technology Server Demo
(Today, 06:11pm)
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Graphics Theory & Programming:
A little help with this code
(Today, 03:15pm)
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Graphics Theory & Programming:
Algo for Fractal Planetary Terrain?
(Today, 02:58pm)
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General Development:
3d Engine for indoor
(Today, 04:59am)
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General Development:
[FPS] Tactical Assault (Tactical Ops 3) developpers needed
(Today, 02:01am)
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