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Artificial Intelligence
| Pathfinding |
| Topic |
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Date Published |
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An Introduction to Pathfinding
The author introduces the subject of pathfinding and explains about Dijkstra's Algorithm, which is one of the algorithms for finding the shortest path between two points. |
Russell Long |
16/07/2003 |
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| Genetic Algorithms |
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| General |
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Date Published |
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Game Design
| General |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part V
The author ends the series with a discussion of some of the events that occured the past year as well as a summary of the mistakes and lessons learned during the development of Eternal Lands. |
Radu Privantu |
21/12/2005 |
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"Perfect"
Quake III is perfect says David King. This article discusses why Quake 3 was successful, and how to make your game perfect and enjoyable. |
O S K Chaitanya |
13/07/2004 |
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A Beginner's Guide to Creating a MMORPG
An introduction for beginners on how to get started with building a MMORPG. |
Radu Privantu |
06/08/2004 |
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Writing Low-Pain Massively Scalable Multiplayer Servers
This article describes an alternative approach to building massively scalable online multiplayer systems using the OpenPoker project as an example, which features built-in fault-tolerance, load balancing and unlimited scalability. |
Joel Reymont |
07/10/2005 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part I
Eternal Lands' Radu Privantu takes a look at the game's development process of a MMORPG, discussing some of the mistakes, lessons, and experience gained. This first part of the series introduces the game and the journey undertaken to reach the first milestone. |
Radu Privantu |
24/11/2004 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part II
In the second part of the series, the author discusses some of the problems that were encountered and how they were solved. In addition, he offers advice on various gameplay issues to improve the player's gaming experience. |
Radu Privantu |
10/12/2004 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part III
In the third part of the series, the author mentions some more mistakes and how they were addressed. Also, some of the things discussed are choosing a scripting engine, creating tutorials for beginners, and the importance of regularly backing up dynamic game data. |
Radu Privantu |
15/01/2005 |
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Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part IV
Continuing the series, this time the author discusses additional problems and issues faced that MMORPG developers should watch out for, as well as how the MMORPG’s direction affected the author’s decision on quitting the project. |
Radu Privantu |
21/02/2005 |
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Tips on Developing an MMO Economy, Part I
Based on the author's experience in developing his own MMO game, this article provides tips and advice on developing a stable economy for MMO games -- part one of the series. |
Radu Privantu |
17/02/2007 |
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Game Industry
| Interviews |
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Game Programming
| General |
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Date Published |
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Linear Optimization
The article focuses on the implementation of the back-end compiler that speeds up compilation time and also generates optimized code, which is especially applicable for dynamic shader compilation. |
Nicolas Capens |
12/11/2004 |
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SDL Lesson 1: The Foundation
The article, which is the first in the series, introduces the SDL library and provides a step-by-step discussion on how to use it for creating 2D and 3D applications. |
George Bonny |
02/08/2005 |
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Modern Fixed-point Tricks and Optimizations
The article reviews some fixed-point issues that developers face with today's compilers, and presents an approach on creating more robust and faster routines. |
Nils Pipenbrinck |
06/04/2007 |
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| Engine Design |
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Date Published |
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| Collision Detection |
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Date Published |
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Quake 3 BSP Collision Detection
The article goes into great detail on how to implement collision detection for Quake 3 maps (BSP46 format). It is written for people who already understand how the Quake 3 BSP structure works (and, preferrably, have written a renderer of at least a basic level for the map format). |
Nathan Ostgard |
16/08/2003 |
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Graphics Theory & Implementation
| General |
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| Algorithms and Data Structures |
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BSP Trees: Theory and Implementation
This article offers a detailed explanation of Binary Space Partitioning (BSP) theory for real-time engines, along with various implementation details, complexity anaylsis, optimzations, and rendering. |
Samuel Ranta-Eskola |
10/09/2003 |
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Using Trees for Sorted Rendering
This article discusses the idea of using Binary Search Trees (BSTs) to render objects in the desired order. |
Henry Yuen |
01/04/2004 |
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Advanced Graphics Algorithms
In this article, six widely used algorithms in graphics rendering of indoor and outdoor environments are discussed, namely: quad-based static terrain, Roettger's approach to continuous levels-of-detail in terrain, real-time optimally adapting meshes, portals, BSPs and PVSs. In each case the algorithm is discussed and some aspects of implementation are considered, as well as analyize each algorithm for its application in modern graphics systems. |
Henri Hakl |
11/05/2004 |
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| Raytracing |
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Author |
Date Published |
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Ray Tracing Quaternion Julia Sets on the GPU
Discusses a method that takes advantage of the floating point power of recent GPUs to quickly visualize quaternion Julia sets via raytracing. |
Keenan Crane |
07/11/2005 |
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The Basics of Raytracing
The author runs through the basics of raytracing, the alogrithm, and some implementation techniques. |
Tom Hammersley |
04/11/2003 |
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Raytracing: Theory & Implementation Part 1, Introduction
The first installment in this series outlines the series and introduces the basics of raytracing. |
Jacco Bikker |
06/10/2005 |
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Raytracing: Theory & Implementation Part 2, Phong, Mirrors and Shadows
This article explains how to add more interesting lighting and how to add shadows. |
Jacco Bikker |
06/10/2005 |
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Raytracing: Theory & Implementation Part 3, Refractions and Beer's Law
The article continues the series by explaining about refractions, Beer's law and adaptive supersampling. |
Jacco Bikker |
06/10/2005 |
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Raytracing: Theory & Implementation Part 4, Spatial Subdivisions
This installment takes a look at performance improvements by implementing a simple spatial subdivision scheme. |
Jacco Bikker |
06/10/2005 |
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Raytracing: Theory & Implementation Part 5, Soft Shadows
The author builds upon the raytracer implemented so far and discusses how to add soft shadows. |
Jacco Bikker |
06/10/2005 |
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Raytracing: Theory & Implementation Part 6, Textures, Cameras and Speed
The articles talks about camera's, look-at matrices, texturing of planes and spheres, bilinear filtering and importance sampling. |
Jacco Bikker |
06/10/2005 |
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Raytracing: Theory & Implementation Part 7, Kd-Trees and More Speed
The final article in the series discusses how to push the performance of the raytracer even further using highly optimized Kd-trees. |
Jacco Bikker |
29/12/2005 |
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| Software Rendering |
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Author |
Date Published |
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Software Rendering School: Part I
This article introduces the series and talks about the mathematical background necessary for the upcoming software-rendering series. |
Mihail Ivanchev and Hans Thörnquist |
19/10/2003 |
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Software Rendering School, Part II: Projection
The second part of the series introduces projection in software rendering. Sample source code is included. |
Mihail Ivanchev and Hans Thörnquist |
30/11/2003 |
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Software Rendering School, Part III: Triangle Rasterization
The third part of the series discusses one of the most important basics of the computer graphics: triangle rasterization. |
Mihail Ivanchev, Hans Thörnquist, and Anubis |
26/03/2004 |
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Software Rendering School, Part IV: Shading and Filling
This article briefly discusses depth sorting, gouraud shading, phong shading, and filling using a software renderer. Sample source code is included. |
Mihail Ivanchev, Hans Thörnquist |
15/06/2004 |
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Advanced Rasterization Using Half-Space Functions
The article describes an advanced technique for rasterization using the half-space function approach, which enables parallel pixel processing. |
Nicolas Capens |
26/09/2004 |
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Software Rasterization School, Part IV: Shading
In this part of the series, the theory of lighting is discussed as well as the math behind it. |
Mihail Ivanchev and Hans Thörnquist |
06/09/2005 |
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Rasterization on Larrabee
The article discusses how to do rasterization on Intel's new multi-core parallel-computing processor, Larrabee. It takes a behind-the-scenes look at how this multi-threaded, vectorized, many-core processor can significantly accelerate software rasterization capabilities in graphics and game development. |
Michael Abrash |
30/09/2009 |
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OpenGL
| Extensions |
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Date Published |
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| General |
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Date Published |
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Shadow Projection in OpenGL
This artilce explains how to create projected shadows in OpenGL. It also shows in detail the mathematical concepts related to the topic. Sample source code is included. |
Phaetos |
27/03/2003 |
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Projective Shadows using Stencil Buffer
The author article shows the steps involved in rendering projective shadows in OpenGL using the stencil buffer. The article also talks about the advantages and disadvantages of this method. |
Arne Olav Hallingstad |
09/08/2003 |
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Real-time Shadowing Techniques
This article discusses about various shadowing techniques, implementations, advantages, and disadvantages. |
Kris Garrein |
06/10/2003 |
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A Survey of Real-time Shading Models
This article presents a survey of popular shading models used in 3D computer graphics and discusses their application to real-time applications, including games. Each shading model is analyzed in terms of computational costs, scalability, realism, applicability, advantages/disadvantages, and other factors. |
Karsten Schwenk |
14/04/2008 |
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Scripting Languages
| Lua Script |
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Date Published |
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Software Engineering
| General |
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Date Published |
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Source Control, Part I
As an introduction to the series, this article discusses the basics of source control, its importance, and the common terminology used. |
W. Nick Ni |
16/04/2005 |
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Source Control, Part II
In this part of the series, the author discusses how source control is used by describing dataflow and some of the essential concepts: a repository, checking-in, and checking-out. |
W. Nick Ni |
16/05/2005 |
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Source Control, Part III
This part of the series discusses how source control can minimize disruption during collaborative development, leading to improved productivity. |
W. Nick Ni |
25/07/2005 |
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Sound and Music Programming
| OpenAL |
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Author |
Date Published |
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| The Daily Code Gem |
By: Nicolas Capens
8 Comment(s)
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