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    WWDC25

『GameDev』

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  • Tiles to Curves: Fun With Voronoi Graphs (part 1)

    20 users

    www.gamedev.net

    This is a blog about our development of Unexplored 2: The Wayfarer's Legacy. This game features state-of-the-art content generation, generative storytelling, emergent gameplay, adaptive music, and a vibrant art style. The content generator of Unexplored 2 generates tile maps. Typical output looks like this (you can read more about our level generator here? These tile maps are stacked, using differ

    • テクノロジー
    • 2019/07/13 23:29
    • C++
    • アート
    • programming
    • game
    • あとで読む
    • OOP is dead, long live OOP

      22 users

      www.gamedev.net

      🎉 Celebrating 25 Years of GameDev.net! 🎉 Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community! edit:Seeing this has been linked outside of game-development circles: "ECS" (this wikipedia page is garbage, btw -- it conflates EC-frameworks and ECS-frameworks, which aren't the same...) is a

      • テクノロジー
      • 2018/10/19 08:11
      • C++
      • あとで読む
      • techfeed
      • Java
      • Doom3 is the Proof that "Keep it Simple" Works

        11 users

        www.gamedev.net

        If you search on the web for the best C++ source code. The Doom3 source code is mentioned many times, with testimonials like this one. I spent a bit of time going through the Doom3 source code. It's probably the cleanest and nicest looking code I've ever seen. Doom 3 is a video game developed by id Software and published by Activision.The game was a commercial success for id Software; with more th

        • テクノロジー
        • 2015/04/01 23:00
        • Noise Generation

          3 users

          www.gamedev.net

          1) Fractals - Fractals are a viable alternative to noise algorithms for solving particular problems. The challenge is finding a suitable fractal and tweaking its values to generate the desired results. The approach of layering successive layers of noise at decreasing scales is commonly considered to be a fractal; ie, it demonstrates self-similarity at increasingly small scales. So this statement d

          • テクノロジー
          • 2014/08/28 16:44
          • プログラミング
          • Math for Game Developers: Graphs and Pathfinding

            3 users

            www.gamedev.net

            Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday we'll learn how to implement one game design, starting from the underlying mathematical concept and ending with its C++ implementation. The videos will teach you everything you need to know, all you need is a basic understanding of al

            • テクノロジー
            • 2014/08/15 17:55
            • ゲーム
            • Creating a Very Simple GUI System for Small Games - Part I

              3 users

              www.gamedev.net

              If you are writing your own game, sooner or later you will need some sort of user interface (or graphic user interface = GUI). There are some existing libraries lying around. Probably the most famous is CEGUI, that is also easy to integrate into OGRE 3D engine. A good looking system was also LibRocket, but its development stopped in 2011 (but you can still download and use it without any problem).

              • アニメとゲーム
              • 2014/05/07 15:08
              • Writing Fast JavaScript For Games & Interactive Applications

                43 users

                www.gamedev.net

                Recent versions of JavaScript engines are designed to execute large bodies of code very fast but if you don't know how JavaScript engines work internally you could easily degrade your application's performance. It's specially true for games that need every drop of performance they can get. In this article I will try to explain some common optimization methods for JavaScript code that I picked up d

                • テクノロジー
                • 2014/04/04 22:41
                • javascript
                • performance
                • programming
                • development
                • tips
                • html
                • Introduction to Octrees

                  6 users

                  www.gamedev.net

                  What exactly is an Octree? If you're completely unfamiliar with them, I recommend reading the Wikipedia article (read time: ~5 minutes). This is a sufficient description of what it is but is barely enough to give any ideas on what it's used for and how to actually implement one. In this article, I will do my best to take you through the steps necessary to create an octree data structure through co

                  • テクノロジー
                  • 2014/01/21 11:04
                  • Algorithm
                  • math
                  • IT
                  • Make a Particle Explosion Effect

                    3 users

                    www.gamedev.net

                    What is a particle explosion effect? When most people see a particle explosion effect in a video game, often times they believe that what they're seeing is a simulation - some sort of next-generation fluid mechanics, calculated in real-time by a high-powered video card. However, what they're actually seeing in an explosion effect could be compared to throwing a bunch of photos of flames, sparks an

                    • 学び
                    • 2013/12/06 10:43
                    • Haskell Game Object Design - Or How Functions Can Get You Apples

                      4 users

                      www.gamedev.net

                      In this tutorial, we will see one possible way to model game objects in Haskell. To do so, the tutorial proposes several design problems with increasing levels of difficulty. For each of these problems, a solution in C++ is presented first and then potential Haskell alternatives are discussed. By the end, we will have seen how to dodge subtyping and dynamic dispatch in the design of game objects b

                      • テクノロジー
                      • 2013/06/21 01:46
                      • Haskell
                      • Your First Step to Game Development Starts Here

                        3 users

                        www.gamedev.net

                        You've learned a language. Skills are at the ready. Now it's time to finally create that game! After years of playing games and discussing graphics, design, and mechanics, the time to put the game that has been dreamt about on the big screen is now. That Final Fantasy 7 remake is the first game that needs to be made. The idea of making it an online multiplayer is also a priority. Why? It would mak

                        • アニメとゲーム
                        • 2013/04/23 00:50
                        • Game
                        • Home - GameDev.net

                          6 users

                          www.gamedev.net

                          Reset Password Please contact us if you have any trouble resetting your password.

                          • テクノロジー
                          • 2013/02/23 10:43
                          • gamedev
                          • 開発
                          • プログラミング
                          • Graphics Programming Black Book

                            4 users

                            www.gamedev.net

                            Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D gam

                            • テクノロジー
                            • 2012/09/15 13:47
                            • CG
                            • Programming
                            • GameDev.net - Graphics Programming Black Book

                              5 users

                              www.gamedev.net

                              Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D gam

                              • 暮らし
                              • 2010/01/20 03:20
                              • Algorithm
                              • *programming
                              • Programming
                              • book
                              • [C++] Direct3D hooking sample

                                3 users

                                www.gamedev.net

                                Intro This sample demonstrates the second technique that can be used to render content on-top of other Direct3D applications. The first technique, overlays, is rather general purpose; it is not tied to Direct3D. You can use overlays to render on-top of everything. This technique, on the other hand, is closely tied to Direct3D. Due to its special-purpose nature, you lose some benefits and gain othe

                                • テクノロジー
                                • 2009/06/07 00:00
                                • How To Build a Game In A Week From Scratch With No Budget

                                  3 users

                                  www.gamedev.net

                                  An RPG in a week, starting from scratch? How hard could it be? I did it because of a dare. There are many great resources available to small, budget-conscious independent game developers today. On a public forum, in a counter-rant, I expressed this fact by bragging that if you gave me a week, a fresh install of Windows, and a good Internet connection, I could build a halfway decent game with no bu

                                  • テクノロジー
                                  • 2009/01/19 12:42
                                  • python
                                  • game
                                  • GameDev.net -- Beat Detection Algorithms

                                    18 users

                                    www.gamedev.net

                                    4209 people currently visiting GDNet. 2219 articles in the reference section. Help us fight cancer! Join SETI Team GDNet! Disclaimer This document is to be distributed for free and without any modification from its original state. The author declines all responsibility in the damage this document or any of the things you will do with it might do to anyone or to anything. This document and a

                                    • 暮らし
                                    • 2007/05/28 10:18
                                    • algorithm
                                    • music
                                    • programming
                                    • game
                                    • プログラミング
                                    • sound
                                    • アルゴリズム
                                    • 音
                                    • Free Resource Thread (updated 5/27/06)

                                      5 users

                                      www.gamedev.net

                                      Ok, so the point of this thread is simple -- to list as many free resources as possible that people can use for their contest entries. Graphics EnginesOgre 3DNebula DeviceJad (formerly Haddd) IrrlichtHaaf's Game Engine (hardware accelerated 2D games engine)Axiom 3D (OGRE for .NET) TrueVisionRevolution3DGenesis3DCrystal Space 3DPanda3DQuake 3 Source CodeQuake 2 Source CodeQuake 2 (complete sources)

                                      • テクノロジー
                                      • 2007/04/17 19:36
                                      • ゲームプログラミング
                                      • 素材
                                      • library
                                      • 3d
                                      • プログラミング
                                      • ゲーム
                                      • Login to GameDev.net - GameDev.net

                                        4 users

                                        www.gamedev.net

                                        You must be logged in to view GameDev.net profiles. Already a GameDev.net member? Login! Thinking about joining the GameDev.net community? It's free to join and only takes a minute. Register now!

                                        • テクノロジー
                                        • 2007/04/02 18:17
                                        • 英語
                                        • CG
                                        • プログラミング
                                        • Game
                                        • ゲーム
                                        • How To Build a Game In A Week From Scratch With No Budget

                                          12 users

                                          www.gamedev.net

                                          Automatic Tutorial Maker (ATM) for Unity is a tool that automates in-game tutorial creation by recording developer actions and converting them into customizable steps with visual hints.

                                          • 暮らし
                                          • 2006/10/05 20:17
                                          • 3D
                                          • プログラミング
                                          • ゲーム
                                          • CG
                                          • *programming
                                          • C#
                                          • How To Build a Game In A Week From Scratch With No Budget

                                            24 users

                                            www.gamedev.net

                                            An RPG in a week, starting from scratch? How hard could it be? I did it because of a dare. There are many great resources available to small, budget-conscious independent game developers today. On a public forum, in a counter-rant, I expressed this fact by bragging that if you gave me a week, a fresh install of Windows, and a good Internet connection, I could build a halfway decent game with no bu

                                            • 暮らし
                                            • 2006/04/09 23:57
                                            • python
                                            • game
                                            • Pygame
                                            • development
                                            • programming
                                            • あとで読む
                                            • An Introduction To Digital Image Processing

                                              6 users

                                              www.gamedev.net

                                              Disclaimer This document is to be distributed for free and without any modification from its original contents. The author declines all responsibility in the damage this document or any of the things you will do with it might do to anyone or to anything. This document (and any of its contents) is not copyrighted and is free of all rights, you may thus use it, modify it or destroy it without breaki

                                              • テクノロジー
                                              • 2005/09/06 06:58
                                              • ConvolutionFilter
                                              • Tutorial
                                              • How To Build a Game In A Week From Scratch With No Budget

                                                9 users

                                                www.gamedev.net

                                                An IntroductionOf the many effects in computer graphics, the water effect is one that will definitely catch the viewer's attention. It simulates the behavior of water when it is disturbed. This article consists of two parts. The first part describes how the behavior of water is simulated. The second part describes how you can calculate the refraction of light when it hits a transparent surface. To

                                                • 暮らし
                                                • 2005/08/09 11:25
                                                • actionscript
                                                • flash
                                                • Tutorial
                                                • GameDev

                                                  49 users

                                                  www.gamedev.net

                                                  Reset Password Please contact us if you have any trouble resetting your password.

                                                  • 暮らし
                                                  • 2005/02/17 23:45
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