Posts in #gamedev
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The devolution of gaming culture
(Kyle-Kulyk)
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SQL Server: High performance inserts
(Ted Spence)
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Why I went back into the studio……
(Kevin Dent)
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C/C++ Low Level Curriculum Part 8: looking at optimised assembly
(Alex Darby)
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SQL Server Performance: Part 1
(Ted Spence)
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The Difficulties of an Infinite Video Game World
(Alex Norton)
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Pushing the Button More Carefully
(Alex Norton)
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Unlocking our potential
(Alex Moore)
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Game Engines for Indies
(Kyle-Kulyk)
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Technical Sound Design: An Interview with Damian Kastbauer
(Ariel Gross)
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C/C++ Low Level Curriculum Part 7: More Conditionals
(Alex Darby)
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Simulating a Loaded Dice in a Constant Time
(Jaewon Jung)
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The perception of interactivity
(Alex Moore)
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There are eight million blogs about Mass Effect’s ending. This is one of them.
(Kyle-Kulyk)
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How to build irresistible social casino games
(Tyler York)
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Asset packaging in browser-based games
(Rob Ashton)
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Making Rad Audio For Everyone
(Ariel Gross)
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Should I Volunteer?
(Heather M Decker-Davis)
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C / C++ Low Level Curriculum Part 6: Conditionals
(Alex Darby)
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Indie devs, the odds are against you
(Kyle-Kulyk)
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Getting the Projected Extent of a Sphere to the Near Plane
(Jaewon Jung)
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Running Native Code on Android – Part 2
(Gustavo Samour)
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Jumping from Web to Mobile, Part 2
(Amos Laber)
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Feedback loop
(Kyle-Kulyk)
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Team Audio Wants To Buy You Nice Things
(Ariel Gross)
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Building a memory system – Part 1: Fundamentals
(Stefan Reinalter)
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The Principles of Game Monetization
(Tyler York)
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Jumping from Web to Mobile, Part 1: Challenges of Cross Platform Game Development
(Amos Laber)
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C / C++ Low Level Curriculum Part 5: Even More Stack
(Alex Darby)
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Performance Anxiety 3 – Road Blocks
(Kyle-Kulyk)
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You’re So Vain
(Eddie Cameron)
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I Feel Used
(Jameson Durall)
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Usability Evaluation for Video Games (Part 3): Psychophysiological Measures
(Georgios Christou)
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Team Audio: Emotion Designers
(Ariel Gross)
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What happened to innovative games?
(Tyler York)
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An Indie marketing story
(Kyle-Kulyk)
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Real Men Write Their Own Game Engines
(Gavan Woolery)
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Learning from the past
(Alex Moore)
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Social Gamers are Gamblers
(Tyler York)
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Try Using E-Prime to Communicate
(Ariel Gross)
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Be a Deployment Boy Scout
(Rob-Galanakis)
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Launch Day
(Kyle-Kulyk)
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5 Tips for Programmer Productivity
(Niklas Frykholm)
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Darwinian_Coding: ( Talking to your AI’s: Universal Language )
(jake kolb v)
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Writing an iPhone Game Engine (Part 7- Postmortem)
(Simon Yeung)
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Skin Shading in Unity3d
(Jon Moore)
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Yes, it has been done before….
(Jason Harris)
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It’s ready when it’s ready, dammit!
(Kyle-Kulyk)
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C / C++ Low Level Curriculum Part 4: More Stack
(Alex Darby)
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Compulsion Loops in the Short, Medium and Long-term
(Pete Collier)
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Darwinian_Coding: ( Importance of Misunderstandings in Creature Dialog )
(jake kolb v)
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Platform Specific Resources
(Niklas Frykholm)
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How You Can Learn From Our Mistakes
(Rob Braun)
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Why On Earth Would We Write Our Own Game Engine?
(Yossarian King)
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Builders and Syncing and Artists Oh My!
(Forrest Smith)
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Awful Lot Of Heterosexuals Around Here.
(Andrew Meade)
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C / C++ Low Level Curriculum Part 3: The Stack
(Alex Darby)
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Sanctioning mechanisms for MMORPGs
(Georgios Christou)
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Why the Australian game development industry is NOT dead
(Josh-Caratelli)
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What Isn’t Sound Design?
(Ariel Gross)
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Cyberbullying and gamers
(Kyle-Kulyk)
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Running Native Code on Android – Part 1
(Gustavo Samour)
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Darwinian_Coding: ( Giving your Creatures Feelings )
(jake kolb v)
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Hogrocket: from porky launch to alien invasion (part 1)
(Ben Ward)
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Behavior Tree Entrails
(Bjoern Knafla)
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You Should Be Using Microsoft BizSpark
(Forrest Smith)
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Allocation standards
(Darren-Vine)
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From the Codeface, a Bug Fixing Story
(Thaddaeus Frogley )
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Roger Dickey’s Tactics for Game Monetization
(Tyler York)
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The two worlds – a project retrospective
(Rob Ashton)
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So You Wanna Be In Charge?
(Tim Borrelli)
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Policy-based design in C++
(Stefan Reinalter)
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Game Thinking
(Martin Pichlmair)
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Present this!
(Kyle-Kulyk)
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Darwinian_Coding: ( Implementing Creature Cognitive Replay )
(jake kolb v)
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A Tale of Two Call Stacks
(Bruce-Dawson)
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“Is this how it’s always going to be?”
(Mike Jungbluth)
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Code Build Optimisation Part 3
(Andy Firth)
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Talkback Games
(Eddie Cameron)
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Post-Agile Production, part 1
(Keith Fuller)
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I Want It To Sound Chocolatey
(Ariel Gross)
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Game Monetization Lessons from Magic: The Gathering
(Tyler York)
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C++’s unary+ considered useful
(Stefan Reinalter)
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Teachers open doors
(Kyle-Kulyk)
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The Great Hogrocket Level Design Competition
(Pete Collier)
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Constructive Criticism – the Balancing Act
(Heather M Decker-Davis)
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Be True to Yourself… and Others
(Gustavo Samour)
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Our Responsibility Towards Training The Next Creatives
(Mike Jungbluth)
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Code Build Optimization Part 2
(Andy Firth)
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A Rant Fueled By the Cough Syrup Fueled Rant
(Jason Harris)
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C++ Events
(Christian Schladetsch)
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Naive fallback to canvas from WebGL
(Rolando-Abarca)
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Darwinian_Coding: ( Cultural_Text )
(jake kolb v)
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Do Reviews Matter To Me?
(Ariel Gross)
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Exposing Social Gaming’s Hidden Lever
(Tyler York)
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Quasi compile-time string hashing
(Stefan Reinalter)
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Along came a spider…
(Kyle-Kulyk)
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Tiny Invaders: the story so far
(Ben Ward)
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One size fits all
(Darren-Vine)
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The Crying Game #3 : Tantrum
(Eddie Cameron)
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The TechCabal
(Andre-Dittrich)
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Darwinian_Coding: ( App_Services )
(jake kolb v)
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My design method: how do we actually design ?
(Julien Delavennat)
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Team Audio Relies On You To Let Us Know
(Ariel Gross)
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Earn More With Free-to-Play
(Tyler York)
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Upgrading assert() using the preprocessor
(Stefan Reinalter)
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How’d I get here?
(Kyle-Kulyk)
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AltDevConf Announced! Get Your Ideas In NOW!
(Jason Harris)
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Virtual Leadership
(Heather M Decker-Davis)
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Making your own type id is fun!
(Alex Darby)
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Convergence, and maintaining a work-life balance
(Ben Ward)
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Managing Culture Changes
(Tim Borrelli)
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5 Things You Might Not Know About Visual Studio
(Gustavo Samour)
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How to use focus testing
(Alex Moore)
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A Pre-commit Checklist
(Ivan-Assen-Ivanov)
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Games about Yetis… Proof You Can Never Win?
(Jon Moore)
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Planning Memory Budgets (Part 2)
(Darren-Vine)
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Meet my dog Chester
(Rolando-Abarca)
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My design method: Interweaving
(Julien Delavennat)
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Team Audio vs. The Milestone
(Ariel Gross)
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Hacking the App Stores
(Tyler York)
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How the austrian guy ended up working in the games industry
(Stefan Reinalter)
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Should we be worried about Nintendo?
(Kyle-Kulyk)
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Reflection in C++, Part 1: Introduction
(Don Williamson)
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How I discovered my favourite templated list class
(Alex Darby)
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How to Architect a Worker Thread subsystem, step-by-step (C#)
(Jason-Swearingen)
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The Entirely Selfish Reasons White Guys Should Care About Equality
(Mike Jungbluth)
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No Local Game Industry, No Problem!
(Gustavo Samour)
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Controlling the Player
(Alex Moore)
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The Crying Game #2 : Less tears
(Eddie Cameron)
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GameDays 2011: Can We Take This Seriously Please?
(Poya Manouchehri)
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The Law of Diminishing Returns
(Tim Borrelli)
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Code Build Optimisation Part 1
(Andy Firth)
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Why I Still Think Ray Tracing is the Future
(Gavan Woolery)
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Why do people play and enjoy games?
(Deano)
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3 Years Later: Year Three
(Jon Moore)
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Know your middleware … source code please!
(Andre-Dittrich)
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Using standard DLLs from C#
(Darren-Vine)
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Overflowing your Comfort Zone
(Thaddaeus Frogley )
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How to be a Kick-ass Gameplay Coder
(Andy Bastable)
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What’s On Your Shelf?
(Weezie)
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Performance Anxiety 2: You’re doing it wrong
(Kyle-Kulyk)
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How To Make a Catapult Shooting Game with Cocos2D and Box2D
(Gustavo Ambrozio)
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Indie Marketing: How to tell the world about your game (part 3)
(Ben Ward)
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What I Learned From Submitting to GDC
(Mike Jungbluth)
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The Crying Game #1: A Unity3D Dev Diary
(Eddie Cameron)
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Volunteering at GDC
(Gustavo Samour)
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Technically, It’s Creative!
(Tim Borrelli)
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Interpolation using Radial Basis Functions
(Adrien Herubel)
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Destruction
(Erwin Coumans)
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3 Years Later: Year Two
(Jon Moore)
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In Defence of the Gameplay Programmer
(Andy Bastable)
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Planning Memory Budgets (Part 1)
(Darren-Vine)
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How to improve build stability
(Andre-Dittrich)
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You Can’t Please Everyone…Can You?
(Jameson Durall)
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Animations Without an Animator
(Szymon Swistun)
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My top 5 games of childhood
(Kyle-Kulyk)
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Do Indie Developers Need a Producer?
(Amos Laber)
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Rhythm in Game Design
(Pete Collier)
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The Tech Artist’s Creed
(Rob-Galanakis)
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Why No One Listens To Your Ideas
(Mike Jungbluth)
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Indie Marketing: How to tell the world about your game (part 2)
(Ben Ward)
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Learning From Indie Studio Successes
(Martin Pichlmair)
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Debugging builds from 6000 miles away
(Darren-Vine)
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Search by a Changelist Description in Perforce
(Jaewon Jung)
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Post number 6
(Alex Moore)
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Optimizing for the instruction cache
(Charilaos Kalogirou)
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3 Years Later: Year One
(Jon Moore)
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What this Indie developer needs
(Kyle-Kulyk)
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What Makes a Good Game?
(Pete Collier)
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User Defined Build Command Macros in MSVS 2010…
(Paul Laska)
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You Need a Media Kit
(Ed Bartley)
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Looking into the Future
(Martin Pichlmair)
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Indie Marketing: How to tell the world about your game (part 1)
(Ben Ward)
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Take your time (off)
(Charilaos Kalogirou)
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UI is the game, the game is UI
(Alex Moore)
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Designing Animation For Speed
(Tim Borrelli)
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The demise of the low level Programmer.
(Andy Firth)
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A Coder’s Musings: What I’d like to see in PS4
(Dotun Rominiyi)
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Practical MLAA on the GPU – My take
(Jasper Bekkers)
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Backface culling 101
(Jon Moore)
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Is it time to ditch your allocator? (Part 2)
(Darren-Vine)
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Get your hands dirty
(Stuart Riffle)
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Performance anxiety
(Kyle-Kulyk)
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Procrastination: Gollum and the 8th Deadly Sin
(Pete Collier)
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Building your GUI with Gwen
(Martin Pichlmair)
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Layoffs: A Game Dev PSA
(Mike Jungbluth)
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Social Games: what are they doing right?
(Ben Ward)
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Do games need brand?
(Alex Moore)
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Predictable garbage collection with Lua
(Charilaos Kalogirou)
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What is an “Engineer Architect”
(Andy Firth)
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Power Animator
(Tim Borrelli)
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My checklist for a hit social game
(Daniel Sefton)
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Is it time to ditch your allocator? (Part 1)
(Darren-Vine)
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High voltage retro: CRT emulation for pixel art
(Stuart Riffle)
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Cloud based pipelines?
(Rob-Galanakis)
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Indies are morons
(Daniel Kristiansen)
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Timing is Everything?
(Deano)
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For Indies, a demo is a must
(Kyle-Kulyk)
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The Artist: Learning from Ray Davies
(Pete Collier)
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The “Gaming Developer” Dilemma
(Savas Ziplies)
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What My Indie Project Taught Me About Life OR Summer of Adventure, Part 1
(Becca Posey)
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The Not Invented Here Manifesto
(Kwasi Mensah)
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Windows XP’s Low Fragmentation Heaps…
(Paul Laska)
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Synchronous RTS Engines and a Tale of Desyncs
(Forrest Smith)
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Unlock Your Inner Actor
(Mike Jungbluth)
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Data-Oriented Behavior Tree Overview
(Bjoern Knafla)
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The Quest for the Ginkgo GUI (2): Going for Gwen
(Martin Pichlmair)
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Keep your mallocs close, and your related mallocs closer
(Charilaos Kalogirou)
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How I stay motivated as an indie developer
(Daniel Sefton)
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The Importance of a balanced Gamedev Curriculum
(Jon Moore)
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Debugging an AI Server
(Phil Carlisle)
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Adventures In Design: Life Can Be A Pitch…
(Weezie)
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Ready, Set, Allocate! (Part 6)
(Paul Laska)
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The Quest for the Ginkgo GUI
(Martin Pichlmair)
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Running a games company start-up – what I’ve learnt so far
(Pete Collier)
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Game Loops on IOS
(Kwasi Mensah)
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Wanna Go Steady?
(Mike Jungbluth)
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Your Argument Is Invalid: Improving OpenGL error messages
(Cort Stratton)
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Force Sensitive Resistor: Discovering a New Biometric Technique
(Pete Collier)
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PlayStation Vita to get life thanks to Wii U?
(Werner-Nemetz)
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Game Design and Elephant Handling
(Kwasi Mensah)
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Going Off On A Tangent
(Mike Jungbluth)
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Ready, Set, Allocate! (Part 5)
(Paul Laska)
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Ego – the Destructive Menace
(Pete Collier)
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Ready, Set, Allocate! (Part 4)
(Paul Laska)
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What Does Your Game Believe In?
(Mike Jungbluth)
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Ready, Set, Allocate! (Part 3)
(Paul Laska)
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It’s good to Write
(Pete Collier)
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Under Pressure
(Savas Ziplies)
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Losing your Objectivity: A Survival Guide
(Pete Collier)
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Ready, Set, Allocate! (Part 2)
(Paul Laska)
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Action Figure Fun
(Mike Jungbluth)
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Data-Oriented Streams Spring Behavior Trees
(Bjoern Knafla)
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Designing Meaning in Games
(Pete Garcin)
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Teaching Players how to Play your Game
(Pete Collier)
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(Don’t Fear) The (C)Reaper
(Savas Ziplies)
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Ready, Set, Allocate! (Part 1)
(Paul Laska)
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Growing Game Animation – Transitions & Player Input
(Mike Jungbluth)
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3…2…1… planned!
(Savas Ziplies)
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Time and being Memorable
(Pete Collier)
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Play With Purpose or “Saturday Morning Science”
(Mike Jungbluth)
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Social Media Games On the Mind
(Paul Laska)
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What happened to the middle class of gaming?
(Savas Ziplies)
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Know Don’t Tell
(Mike Jungbluth)
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Shocker: Naive Object-Oriented Behavior Tree Isn’t Data-Oriented
(Bjoern Knafla)
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Now Where Did I Allocate That?!
(Paul Laska)
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WebGL – Part 2: In the beginning there was…
(Savas Ziplies)
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My Cat Is Better Than Your Dog
(Mike Jungbluth)
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Introduction to Behavior Trees
(Bjoern Knafla)
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WebGL – Part 1: A new challenger appears…
(Savas Ziplies)
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There are no Casual Games…
(Savas Ziplies)