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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. (14/04/2008)
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. (06/04/2007)
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. (17/02/2007)
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. (29/12/2005)
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Monday, June 30, 2008
Lightsprint realtime GI on PS3 and Linux, licensed by 3D Render
Posted by: Stepan Hrbek at 4:25:42 am
Lightsprint released new version of Lightsprint SDK, realistic lighting middleware for realtime rendering and offline lightmap building. New version adds Linux and Playstation 3 support, improves real-time GI rendering, improves Collada support, adds tone mapping, adds new GI techniques and demos.
3D Render licensed Lightsprint SDK.
Read more... | 0 Comments | 155 Views
Win A Pass to the E for All Expo
Posted by: Drew Sikora at 2:02:08 am
GameDev.net and IDG World Expo (organizers of the E for All Expo) are proud to offer 8 people the opportunity to attend the 3-day event, to be held Oct 3-5 at the LA Convention Center, and have free access to the Expo floor. There, you can check out new products from Microsoft, EA, and other developers.

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We'll be selecting 3 winners from our Facebook fans, and 5 winners from our weekly newsletter subscribers. Because the cost of travel is not included, this contest is opt-in only, which means that you have to register to be eligible to win.

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Sunday, June 29, 2008
DevMaster.net Back Online!
Posted by: DevMaster.net Staff at 3:38:30 am
As many have noticed, DevMaster.net experienced a hardware crash that caused the server to permanently go down and we lost the server hard disk. We have now moved to a brand new server that is much more stable. Unfortunately, since our latest database backup was a month old, we weren't able to restore the site completely to its last state. Recent news items, forums posts, engine submissions/updates, daily images, have been lost. If you submitted things recently in the last month that don't show up anymore, please submit them again if possible. Or if you registered some time within the last month, please register again.

Our sincere apologies for the down time and data loss; the recent site instabilities were quite frustrating to all of us and we worked hard to get it back online. Many thanks to the guys at GarageGames.com, and Eli Janssen in particular, for their efforts in working with DevMaster.net to help us go through this.

Your patience and support is greatly appreciated!
Thursday, May 29, 2008
NeoAxis Engine 0.56 Released
Posted by: Ivan Efimov at 8:06:16 pm
NeoAxis Engine Version 0.56 has been released with many changes and bug fixes.

The most important features in this release are:
- New Scene Graph with octree and quadtree support with performance improvements
- Fast automatic reconstruction of the Scene Graph contents for optimal performance
- New implementation of both DirectInput and XInput adding support for joysticks, gamepads and steering wheels including Xbox360 gamepads
- New Mono runtime support as an option to the regular .NET framework support

NeoAxis engine is an easy to use general purpose game engine based on OGRE3D and .NET technologies.

To find more about NeoAxis Engine go to http://www.neoaxisgroup.com.
Read more... | 0 Comments | 330 Views
Bullet 2.69 Physics SDK released: tear and pick cloth and soft bodies
Posted by: Erwin Coumans at 10:24:05 am
Several new contributions such as tearing and picking for cloth and soft bodies. Another collision detection broad phase, based on dynamic AABB trees: this acceleration structure also supports view frustum and occlusion culling. Constraint solver improvements that avoid adding momentum due to penetration recovery, and many more improvements.

This YouTube movie shows the latest features.
http://www.youtube.com/watch?v=exss517n1I0

For more information and download visit http://bullet.googlecode.com
Read more... | 0 Comments | 348 Views
Thursday, May 22, 2008
FileCarver 1.5.0
Posted by: Alexei Svitkine at 6:49:55 pm
Fizzysoft has released version 1.5.0 of FileCarver, a powerful developer tool for editing binary files. This program allows the user to specify the format of an arbitrary binary file, and from this it will generate a fully-functional GUI to edit files in the format. Using this program for creating editors for game-specific binary files is a huge productivity boost, as creating a fully-fledged file editor is as easy as making a short XML definition of a file format.


Read more... | 0 Comments | 264 Views
Tuesday, May 20, 2008
XNBModelBuilder Released
Posted by: desdinova.it at 9:21:43 am
We are pleased to announce that desdinova.it released XNBModelBuilder which allows you to create models in .xnb format (used by XNA Game Studio 2.0) without the use of VisualStudio. This actually allows you to create external files and open them directly from disk instead of the directory "Content" of the VisualStudio project.
Read more... | 0 Comments | 317 Views
PathEngine Announces SDK Release 5.16, New Licensees, Licensing Options
Posted by: PathEngine at 8:13:16 am
Lyon, France – May 20th 2008 – PathEngine announces release 5.16.00 of their pathfinding and agent movement SDK. This is yet another optimisation release, with big speedups in 3D content processing and tokenised loading as well as some core queries. And we're also pleased to announce licensing to both Frogwares and NeoAct (Korea).
Read more... | 0 Comments | 626 Views
Monday, May 19, 2008
Audiokinetic and Emergent bundle technologies for a limited time
Posted by: June Bryant at 10:11:11 am
Audiokinetic Inc., a leading audio solution provider for the video game industry, announced today that its award-winning audio pipeline solution, Wwise, will be bundled with Emergent Game Technologies’ Gamebryo for a limited time. Hence, Wwise will be offered to Gamebryo customers for free until June 30th, 2008.
Read more... | 0 Comments | 563 Views
Saturday, May 10, 2008
Applied IDEAS, Inc. Now Shipping IgnitionTM Game Design Academy
Posted by: Paul W. Norman at 8:21:17 pm
Temecula, CA May 1, 2008 — Applied IDEAS, Inc. is pleased to announce the completion of the new IgnitionTM Game Design Academy Curriculum for both secondary and post secondary schools. This comprehensive curriculum teaches the student both real-world game engine principles and what it takes to create a game level. It demonstrates the processes involved in exporting game art from 3ds Max or Maya to a game engine environment in a quick and easy way, but also teaches the concepts and connections between game art and a game engine.
Read more... | 0 Comments | 934 Views



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New 3D jigsaw puzzle game

[New 3D jigsaw puzzle game]
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