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6 votes
2 answers
420 views

I see a lot of examples and tutorials for 3D engines like Unity3D, UDK, Source etc. They all seem to be under the assumption that you are making a game for current(ish) hardware. I would like some ...
72 votes
7 answers
46k views

How much "harder" is 3D than 2D in terms of: Amount/complexity of the code Level of math skills required Time involved in making art assets Original title: How hard is 3D game development versus 2D?
Brian Ortiz's user avatar
  • 1,655
5 votes
3 answers
3k views

The biggest problem for me as a game programmer (who isn't also an artist) is getting good quality 3D models. I have checked out some of the 3D model market places like The 3D Studio and Top 3D Models ...
20 votes
7 answers
7k views

I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with ...
Eric Palakovich Carr's user avatar
20 votes
3 answers
8k views

I want to develop a huge world map; at least 8000×6000 pixels in size. I have broken it into a 10×10 grid of 800×600-pixel PNG images. To avoid loading everything into memory, the images should be ...
pek's user avatar
  • 2,827
10 votes
3 answers
501 views

UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of ...
Andrew Russell's user avatar
11 votes
3 answers
861 views

I'm making a point and click adventure game, and I'm currently trying to figure out the best way to implement a command system. Assume a Monkey Island or Maniac Mansion style interface, with a ...
SpoonMeiser's user avatar
2 votes
4 answers
940 views

There are some programs that allow you to design some menus/hud/interfaces in flash and then insert them into your game. But is there something similar for making all of this stuff in Silverlight and ...
alFador's user avatar
  • 319
12 votes
4 answers
1k views

If we use Cryengine 3 for game development and make the game 3D compatible. Because 3D sends out two pictures, will this mean that you need a computer with twice the "power"? So if you get 30 fps when ...
Tourrent's user avatar
  • 525
75 votes
13 answers
132k views

Assume that each Box object has the properties x, y, width, height and have their origin at their center, and that neither the objects nor the bounding boxes rotate.
Iain's user avatar
  • 6,558
30 votes
4 answers
18k views

We are in Pre-alpha stage of a game development project and haven´t yet got reply from Valve about how it works to distribute through Steam. We need this information to do a business model with all ...
Tourrent's user avatar
  • 525
5 votes
1 answer
3k views

I have built a couple of games on the iPad using core animation, but for my next project I would like to built a 3D game. I am not really comfortable with programming OpenGL directly and would also ...
RedBlueThing's user avatar
54 votes
7 answers
12k views

Are there methods of automated testing of games? Specific experiences are appreciated, with relevant information about the project such as platform and type of game if that helps with clarification....
slicedlime's user avatar
13 votes
7 answers
2k views

As most of you know, embedded interpreters for languages like Lua and Python are widely used for scripting game logic, but I haven't seen much information on people going with domain-specific ...
Serafina Brocious's user avatar
37 votes
6 answers
12k views

I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. ...
Andrew Russell's user avatar
10 votes
6 answers
23k views

By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly ...
Smashery's user avatar
  • 375
11 votes
3 answers
17k views

What is the best way for keeping all clients synchronized with a server and with each other? Currently, we have two approaches in mind: When a client sends something to the server, the server ...
Smashery's user avatar
  • 375
19 votes
7 answers
6k views

Blender is one of those applications that you either love or hate. I know it is great for 3D modeling and and animations and there is a lot said about the UI and its steep learning curve. I am more ...
Steve Obbayi's user avatar
9 votes
2 answers
7k views

I would like to create a simple multiplayer game server for a simple game: The game is supposed to be similar to Command & Conquer, you have a few tanks and a few soldiers. You can select one ...
Jonas's user avatar
  • 195
76 votes
26 answers
65k views

What high-level game engine would you recommend to develop a 2D game prototype on windows? (or mac/linux if you wish) The kind of things I mean by "high-level" includes (but is definitely not limited ...
5 votes
4 answers
2k views

If I understand correctly, there are two major kinds of artists involved in game development - 2D and 3D. I think I somewhat understand, that if I want to go 3D, I should learn some 3D modeling ...
xmmm's user avatar
  • 657
9 votes
2 answers
1k views

Google Sketchup is about the only 3d cad program I can use, because I suck. Do any 3d engines natively import Sketchup models? Are there any major caveats when doing so?
hokiecsgrad's user avatar
  • 2,508
3 votes
5 answers
690 views

Game development is a large process. In your experience, how are the total hours for releasing a game divided over the following major areas. I believe this is useful because few people (none?) are ...
Sam Harwell's user avatar
23 votes
6 answers
8k views

I looked into this a while back for a small project, but didn't get too far. I'd like to create a small program that lets a user draw a train track and then allows a "train" to follow said track on a ...
hokiecsgrad's user avatar
  • 2,508
91 votes
16 answers
111k views

I have some experience in creating, however I like to have some well written reference material to help me produce better products. Are there any game design books that are not aimed at a particular ...
62 votes
8 answers
39k views

I have a limited experience in game development and would like to get involved with open source game project. Where should I look and how should I begin?
7 votes
3 answers
1k views

I am planning on developing my first iPhone game, and I was wanting to know whether I should use OpenGL or CoreGraphics for a 2D game. An outline of the benefits would also be helpful. Edit: Set ...
46 votes
2 answers
5k views

I would really like to hear how other independents generally approach marketing their game with limited resources. I know how critical marketing is since I've seen it first hand on several fronts. I'...
David McGraw's user avatar
  • 4,081
102 votes
12 answers
72k views

This could include specific game dev, general dev or general game podcasts. Please provide a brief description along with links.
114 votes
6 answers
45k views

There are a lot of version control systems available, including open-source ones such as Subversion, Git, and Mercurial, plus commercial ones such as Perforce. How well do they support the process ...
5 votes
2 answers
3k views

There's a lot of learning material in the DirectX world that uses .fx files to manage shaders, and .fx seems to be well integrated with 3D packages such as Maya and 3D Studio Max What do larger ...
Bob Hazard's user avatar
8 votes
5 answers
2k views

Working on a prototype for a Flash game that will use networking communication. It would be better to use Peer 2 Peer connection, since it will be a multiplayer game. Has anyone used Stratus or tried ...
Ólafur Waage's user avatar
2 votes
2 answers
2k views

Some examples could be the animations framework used in Aquaria, or in Crimson Legend.
arielsan's user avatar
  • 345
6 votes
3 answers
377 views

Are there any libraries or frameworks readily available that handle player metrics, rankings, matching, tournaments, etc? Anything for managing the player community? (Please don't say DotNetNuke)
Larry Smithmier's user avatar
106 votes
11 answers
40k views

Are there any good resources for learning about game architectures? I am looking for high level overviews of different architectures. I tend to find information about the various pieces of a game such ...
20 votes
6 answers
12k views

Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...
kevin42's user avatar
  • 4,516
27 votes
14 answers
11k views

What is wrong with the Linux/*nix family for games? What makes the development of games for this platform too slow compared to Windows or even OS X?
uray's user avatar
  • 517
45 votes
7 answers
48k views

We have a lot of information on the internet out there on plenty of engines, SDKs, fancy IDEs, etc. But how did people manage to develop games in the past? Are there 'famous' tools? What was the most ...
79 votes
11 answers
42k views

With me going it alone in development I only have limited resources at my disposal i.e one pc with which I develop and test the game. so I only know for certain my game works with that setup. What ...
Crippeoblade's user avatar
12 votes
3 answers
2k views

I have added some social features to an iPhone game (Lexitect if you're curious), such as email, Twitter, and Facebook integration for sharing high scores. Along with these features, I am measuring ...
Chris Garrett's user avatar
58 votes
9 answers
38k views

Back in the day, TCP connections over dialup/ISDN/slow broadband resulted in choppy, laggy games because a single dropped packet resulted in a resync. That meant a lot of game developers had to ...
kevin42's user avatar
  • 4,516
3 votes
1 answer
1k views

I've been looking at Lua and Löve for developing simple 2D games. But since Lua is interpreted and I know it can be compiled to some point, but how secure is that to decompiling. Or is there a better ...
Ólafur Waage's user avatar
19 votes
4 answers
4k views

A friend and I are doing a 2D XNA game. Thus far, the API seems really cool and performance is acceptable. My question is more towards the release of it though. As other developers how have done ...
Corv1nus's user avatar
  • 388
28 votes
2 answers
31k views

Let's say I have a game written in C++. But I want to add some modding or scripting functionality to it. How would one go about adding a scripting functionality to your game?
Ólafur Waage's user avatar
33 votes
6 answers
12k views

As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical ...
metdos's user avatar
  • 638
9 votes
3 answers
9k views

So let's say you've got a spline-based racing AI. Assume it can already handle the basics of braking and steering around the track. How would you structure and implement collision avoidance, ...
5 votes
3 answers
7k views

I have written some simple apps following the tutorials on http://learningwebgl.com. What is the simplest way to load and display Collada model files, particularly the files available from Google 3D ...
Liam's user avatar
  • 151
40 votes
4 answers
20k views

Supreme Commander 2 has something called flow field path finding. How does it work? Is there some article available I can read up on how it works?
Spoike's user avatar
  • 1,461
2 votes
7 answers
575 views

I'd like to have as little portability issues as possible but supports hardware acceleration. The main priority is on PC and having a game run on Windows, Linux and MacOS. Porting to consoles would ...
Tobias Kienzler's user avatar
82 votes
10 answers
27k views

While I know that functional languages aren't the most commonly used for game writing, there are a lot of benefits associate with them that seem like they would be interesting in any programming ...

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