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Lost Garden has lots of free graphics that you can use in your games. For RPG Games you have a cool 32x32 tileset and lots of free to use sprites, objects, icons, etc..


Wolfire Blog Wolfire blog is an example of one I already follow. They give many useful insights into the process they go through for the creation of their game, Overgrowth. Example article: Linear Algebra for Game Programmers

90 has lots of art available under many licenses


Lost Garden General essays on game design theory. A good example read is an article on visualizing the creative process All these thoughts and pictures can be summarized in a very short list. Brainstorm: Create lots of low cost, real word experiments. Cull: Rigorously apply agreed upon culling criteria to weed out the weak ideas and ...


There's a great (long) list of music/sound sources at UnityAnswers: Where can I find music or sound effects for my game?. A sampler of some of the free ones: 8bit-collective Flash Kit sound effects HartwigMedia Musopen classical music Open Music Archive Nosoapradio Purple Planet Music


You can find 2D art, including textures and others at a number of sites: (Free textures from NVidia) Google is your friend, but always read the license agreements carefully....


Gaffer On Games In depth articles that mostly relate to either networking or physics. Two really good articles are What every programmer needs to know about game networking and fix your timestep. What we want is the best of both worlds. A fixed delta time value for the simulation plus the ability to render at different framerates. These two things seem ...


Game Design The Art of Computer Game Design by Chris Crawford (1984) [PDF] Balance of Power by Chris Crawford (1986) [TXT] The Complete Wargames Handbook (Second Edition) by James F. Dunnigan (1997) [HTML] Programming GPU Gems (2004), GPU Gems 2 (2005), GPU Gems 3 (2007) [HTML] The Cg Tutorial by Randima Fernando and Mark J. Kilgard (2003) [HTML] ...


I agree about the above books with a few notes: The OpenGL programming 8th guide is now out and has be redone for modern OpenGL 4.3. The SuperBible 5th ed, does provide you will a crutch library to start off but as you go through the book you reimplement the functionality of that library so by the end of it you should be fully versed. I also highly ...


Game programmers have relied on one of two main methods of data storage: store each data file as a separate file store each data file in a custom archive format The drawback to the first solution is the wasted disk space problem, as well as the problem of slower installations. The second solution provides it's own pitfalls, first is that you must write ...


Sprites [dead] [dead] [dead] http://...


Games from Within An iPhone game blog. Deals with indie production issues, OpenGL ES problems, iPhone specific features (such as in-app purchasing) and their results, shares sales data, as well as general production issues. A good general article is Prototyping: You're (probably) Doing It Wrong Mistake #1: Going With The First Idea Mistake #2: ...


#AltDevBlogADay - Recently brought to life by Insomniac's Mike Acton and some other guys (/girls?). It's got way more contributors than makes sense listing here. It covers a wide range of topics, with the only common denominator being Game Development - be it design, programming or management. It's mainly there to encourage all contributors to post more ...


Log an error and gracefully exit. Ideally, display a human readable error on screen as well. There should be a core pipeline of hard coded functionality that operates without these data files. It's the same pipeline that loads the data files in the first place. It should be capable of detecting when these core data files are corrupt or otherwise faulty and ...


Google Images is your friend No - be very careful that you use the "Usage rights" dropdown in the search tools, and even then take your time to read the actual license in the source page. If you use a texture, you should be sure that you have the rights to use it, or you open yourself up to lawsuits. Most of the images you'll find via a google image search ...


No it isn't, changing the game data is called modding, which is a common practice and often seen as positive effect. It's actually good to keep the game data as transparent as possible, and editing it as hassle-free as possible. Even more so if you are choosing more "advanced" players as your target audience. The reason why you won't find many AAA-games ...


Another solution often used to "hide" the game files is folder structure. Keep only your executables and maybe a readme in the main directory and move the game files into a sub folder "data". I don't think that it is very uncommon to do so. Many games I know store their content in such a way.


Getting legal advice on GameDev.StackExchange is not a great idea. Having said that, if a work is truly in the public domain, you can do whatever you want with it.

30 blog The blog of Christer Ericson, author of the excellent book Real-Time Collision Detection (who'd have guessed? ;). Equal parts general programming, physics programming, and graphics programming. Selected reading: Input Latency Optimizing the Rendering of a Particle System Advanced Bit Manipulation-Fu


Ai Game Dev Excellent source of Game Ai information from videos, to interviews, to articles, etc etc. The best content has to be paid for but is worth it since there are a lot of interviews with Game AI developers about techniques that aren't published anywhere else. On top of that it allows you access to their AI Sandbox application for testing out your ...


TomF's Tech Blog Tom Forsyth's blog. Predominately graphics programming. Selected reading: Premultiplied Alpha A Matter of Precision


Sounds like the scaling algorithm you're using isn't interpolating pixels. Pictures are best explained with pictures: It's the Major, first in full, then scaled down with Lanczos (left) and nearest-pixel (a.k.a. no interpolation) (right) to two sizes. The same comparison, in 3x magnified: Make sure the scaling you're using is resampling sensibly. For ...


HobbyGameDev by Chris DeLeon. This is a great site to learn about the basics, follow cool interesting things about game development and generally learn A LOT. Take a look at the sample games and enjoy the ride!


For many of us - especially working on smaller games - you absolutely should have assets in the same repository as your source. The suggestion that assets belong in a separate repository only makes sense for very large sets of assets, or for somewhat-large sets of assets when there's a clearly defined engine/data boundary. Unless there's a specific ...


I think you mean Squidi's 300 Game Mechanics.. I wonder how many of those have gotten actual use. I know the light/dark idea (his first 3 posts) got implemented as fairly popular flash games, but I don't know if he did that or someone else did.


That's a Terrible Idea Design blog that focuses on design aspects of MMORPGs. Is often critical of many elements in most sandbox MMO designs. Instead of pure criticism, the blog does offer up design suggestions and theories on how to improve. The Abstraction of Character Liberate the Narrative Coupled Combat Systems


Auntie Pixelante Some great thoughts on level design, pixel art and game design in general. Sometimes she goes off onto a bondage-themed pixel-art tangent though, so don't add this to your RSS list if these things offend you.


DoubleBuffered by our very own JZig I am personally a fan of Why Can’t I Jump? The Perils of Player Autonomy, but that might just be because that is one of my biggest pet peeves.


Cliffski's Blog Ex-Elixir Studios and Lionhead coder who went indie with his own one-man-band gamedev company, Positech Games. The blog covers all aspects of working as an Indie, including game design, programming and also the business side of things. For example, this interesting post on the marketing / production tradeoff.


I really like PhysFS for this. It allows you to access either folders or zip archives with the same code. It works well for all stages of a Games lifetime. During development: access the resources directly from a folder hierarchy. This way compressed archives are not in the way and you can rapidly iterate. Initial deployment: zip up your resources for ...

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