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We are pleased to present the recorded AltDevConf 2012 videos to the game development community!Thank you again to all of our talented speakers, the dedicated volunteers who make this event happen, Confetti Inc. for sponsorship, and everyone who attended and interacted during the airing of the conference! I’d like to extend additional thanks to Luke Dicken, for collecting and preparing all of thes
In my previous article I introduced WebSocket and detailed building your own WebSocket server. I also explained that I have embedded a WebSocket server into my engine and use a web application to control, configure and monitor my engine. Check out my previous article for some concrete examples of what I have been doing. In this article I will show you how I do this by explaining the remote procedu
I’ve been away from AltDev for a while, a bit longer than I originally expected because after a period of crunch before IGF submission in late October, I went back to the comforts of getting a normal nights sleep, something that working a normal game development job this past summer spoiled me into enjoying. Now the Christmas holiday has given me not only the time to finally begin blogging again,
Static Code AnalysisThe most important thing I have done as a programmer in recent years is to aggressively pursue static code analysis. Even more valuable than the hundreds of serious bugs I have prevented with it is the change in mindset about the way I view software reliability and code quality.It is important to say right up front that quality isn’t everything, and acknowledging it isn’t some
Stefan has been working in the games industry as a programmer since 2004. He has worked on multi-platform technology for PC, Xbox 360, Playstation 3 and Wii during the last years, and now focuses on building middleware technology. Stefan can be found on LinkedIn, Facebook, and shares his thoughts on his programming-related blog. You can also find me on:LinkedInFacebookBlog One problem which often
Today’s Chrome web browser update means you can develop, sell, download and play 3D games written in C++ right from the Chrome Web Store, without plug-in.This is a quick walk-through to develop a basic 3D Native Client app. You can try out my test app from the Web Store here or here. Alternatively you can visit http://bulletphysics.org/nacl but in that case you need to enable Native Client by typi
I've been writing games for 15 years, starting with publishing shareware games instead of doing school homework. I'm ex-Lionhead, leading the Fable 3 engine team and contracting to make the Fable 2 engine more xbox-friendly. Before that I had a lovely time over at Ubi Montreal, rebuilding the Splinter Cell engine within Unreal. I love engine pipelines, data munging and low-level console performanc
Andy Firth is an Engineer Architect @ Bungie in Seattle. He's been working in games for 13 years mostly in low level Engine / Rendering related roles. Most recently he's been concentrating on infrastructure and workflow related problems especially where concurrency and multi-platform comes into play. When I started programming many of the elements we take for granted now, did not exist. There was
Wolfgang Engel is the CTO/CEO & Co-Founder of Confetti Special Effects Inc., a think-tank for advanced real-time graphics research for the video game and movie industry. Previously he worked for more than four years in Rockstar's core technology group as the lead graphics programmer. His game credits can be found at http://www.mobygames.com/developer/sheet/view/developerId,158706/. He is the edito
This below is a summary of the article -- click the following link to read the full article & tutorial: http://iky1e.tumblr.com/post/2855939592/tutorial-complete-ios-game-part-1 This is my first post for #AltDevBlogADay. I thought I'd start with a series of tutorials and articles taking you all through making a basic iPhone game, a basic pong game. There are lots of basic iOS game tutorials but mo
I was recently optimizing some OpenGL ES 2.0 shaders for iOS/Android, and it was funny to see how performance tricks that were cool in 2001 are having their revenge again. Here's a small example of starting with a normalmapped Blinn-Phong shader and optimizing it to run several times faster. Most of the clever stuff below was actually done by ReJ, props to him! Here's a small test I'll be working
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