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
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
In the first part of the GUI tutorial (link), we have seen the positioning and dimension system. You can also look at other chapters: Part I - Positioning Part II - Control logic Part III - Rendering Today, before rendering, we will spend some time and familiarize ourselves with basic element types used in this tutorial. Of course, feel free and design anything you like. The controls mentioned in
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).
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
So why do we need a camera anyway? Camera is a window, through which the player looks into 3D world. Usually it is placed at the eyes position of player's avatar in game. By controlling the camera movement you can create awesome immersion feel. When you construct your 3D scene (every point in this space has three coordinates - x, y, z), you have to present it on the screen somehow. However, the mo
This article was written by Rodrigo Monteiro and originally published on his own blog at Higher-Order Fun and reprinted on our site (thanks to Rodrigo) in order to provide everyone with this great resource. Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknes
リリース、障害情報などのサービスのお知らせ
最新の人気エントリーの配信
処理を実行中です
j次のブックマーク
k前のブックマーク
lあとで読む
eコメント一覧を開く
oページを開く