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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


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 ...


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 ...


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 ...


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.


realtimecollisiondetection.net 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


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!


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


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 ...


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.


Yes and no. "Public domain" does mean that, by definition, you can do whatever you like with that creative property. However there's an important caveat here. What's public domain is the underlying story, not every specific creative work based on that story. So, like, you could have a book titled Alice in Wonderland, but its cover can't be Disney's Alice in ...


The Word of Notch This is the official Tumblr blog of Markus Persson ("Notch"), creator of Minecraft. There was a time when it had a lot of good content; now most of the posts are about Minecraft (and they're quite frequent), but there are a few gems in there. For example, he occasionally posts a YouTube video of a game I've never seen before, or talks ...


LightSleeper's Blog Pete Isensee of the Xbox platform team. Focuses mostly on C++ and Xbox, with some side-steps into leadership. An exemplary post might be something like API Principles: [...] If you're developing your own API set, these guidelines can help ensure that your customers have that dreamy experience developers get when using a ...


Real-Time Rendering Blog From the authors of the book. Obviously graphics related generally. One of my favorites.


Beautiful Pixels A blog about game technology development, graphics, and productivity for developers. Some popular posts include: Multi-Platform Multi-Core Architecture Comparison (PC, Wii, Xbox 360, PS3, CUDA, Larrabee) Motivating Depth of Field using Bokeh Updates infrequently. (Disclosure: This is my own blog.)


Pixel Poppers Game design. Insightful articles and specific critiques. Selected reading: Test Skills, Not Patience: Challenge, Punishment, and Learning Real Games Have Curves: Welcome to the Competence Zone


A good resource manager is key to how well - and how flexible - your game 'engine' is going to be. Not only does it solve a lot of problems with low level resource management, but it also helps to ensure that resources are loaded only once, and then reused if they are already loaded. If the resource system is abstracted well, the underlying details can ...


Lots of games have a generic "error material" and "error mesh" that is really obvious to see. Pair this with a warning in the logs, of course.


These are by no means "exhaustive" for games, but they're good books for computer graphics in particular, so here's a start. Fundamentals of Computer Graphics Peter Shirley, Steve Marschner Amazon Link (Third edition) | Book Website (Second Edition) This book covers a ton of information on many areas of computer graphics. "Online" concepts (like ...

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