Managed Quake 3 Arena

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Now that's pretty cool...  A .NET port of the Quake 3 Arena source code.

ManagedQuake3Screenshot


Game Design Documents - Real Industry Examples

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One of the things you rarely get to see, unless you're working in the games industry, are design documents for commercial games.
Of course, people publish design documents templates and write books and articles about game design.

Al Lowe, who designed and development some of the best adventure games ever made (Leisure Suit Larry, Freddy Pharkas, ...), has posted a series of game design documents for several of the adventure games he worked on at Sierra.
It's pretty cool to go over these documents and compare them with the actual shipped game, plus it gives some real good insight to game design...


XNA Express - Microsoft to Enable User-Created Games on XBox360

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MDXInfo

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MDXInfo is a new site created by DirectX enthusiasts containing articles, tutorials and resources about Microsoft's Managed DirectX. From the site's main page:

"...Managed DirectX needs some more momentum so we figured to contribute a bit to this by providing these resources for working with it.

Our aim for MDX info is to make it a one-stop resource for all things MDX."

I think its a blessed intiative. Go there and check it out...


JPGL Graphics Engine

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A graphics engine written in C# and OpenGL which uses Sharp3D.Math can be found at http://www.jordodesigns.com/jpgl.html.

From the web site:

JPGL is a graphics engine coded in C# using the OpenGL graphics API. The engine is partially based off the CSS450/451 graphics library, which is written in C++ and uses Direct3D. There are some major structural diversions from the CSS450/451 library, mainly to accommodate a more modular design - allowing for transparent interchangeability in three layers within the graphics engine.
The default implementation of JPGL provides an OpenGL graphics API layer. Included features are:
  • scene graph/node object
  • 2D and 3D shape primitives
  • camera object
  • light objects
  • a GLSL shader implementation
  • textures
  • materials (with ability to load from Wavefront .MTL file)
  • transformation object
  • Wavefront .OBJ model importer
  • screenshot support
  • support for multiple OpenGL contexts
  • OpenGL display list caching for selected drawing
  • geometry data is shared between all shape primitives of same type
  • dynamically deformable mesh object
  • loft object (lofts from one profile line to another)
  • particle system object with OpenGL PointSprite extension support
  • vector, matrix, and quaternion wrappers (using Sharp3D.Math underneath)

New WildMagic Version

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A new update for the Wild Magic library has been recently released. The library a commercial-quality game engine and is the companion source code to the book 3D Game Engine Architecture: Engineering Real-Time Applications written by David Eberly.
The source code is available publically and contains numerous 3D real-time graphics algorithms, including collision-detection, distance calculations, numerical analysis, and image processing, in addition to a comprehensive mathematics library. The book is highly recommended and is an excellent opportunity to support the author for providing such high-quality code.

You can watch the release notes here.


flipCode has Closed its Doors

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After a long period of inactivity the announcement finally came:



"After more than six and a half years of game development goodness, flipCode is closing its doors. We are no longer accepting submissions of articles, images, news, etc."


I guess this marks the end of an era... flipcode.Com has always been my favorite resource when it came to game development and it even used to be my homepage host not so long ago (http://tentacle.flipcode.com). You can read the full announcement at flipCode.com.


Kurt did not supply any reason for closing down the site but I guess he just doesn't have the time for it anymore... All there is left to do is wish him luck in his future endeavors... Good luck Kurt :-)


Quake 3 Arena sources released!

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John Carmack announced at his Quakecon 2005 keynote that the Quake 3 Arena source code would soon be released.
Today it was released (under GPL license)! And it is availble here...


Meltdown 2005 Presentations

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Just notices on MSDN's DirectX developers center that the Meltdown2005 presentation are availble for download.

You can download them directly from this link.

Although not technical, be sure to check out "Publisher Business Track" presentations which are quite interesting...


GameArtArt.com

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A group of indie game developers worried about the future of gaming has launched GamesAreArt.com.

Welcome to this brand new site. Here it's your home to discuss games as a cultural movement, games as an artistic revolution, games as your creative obsession or games just as games.
Developers and Gamers of the World, Unite! GamesAreArt.com is born.

Windows Vista for Gamers

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Extremetech.com features an article about the Windows Vista presentation for game developers given at Microsoft's Meltdown convention.

DirectX 10, the Vista Game Explorer and Vista's WinSAT tools are discussed...

In brief:

  • Windows Game Explorer allows easy brwosing through installed games (Media Player style) rather than going through the usual Programs->Some Publisher->SomeGame...
  • WinSAT (Windows System Assessment Tool) is a function that analyzes your PC's performance and stores the data in a protected system file, so that the OS and applications can enable or disable features appropriately. This can be used by game developers set the game's performance and details level etc. according to the performance test results performed by WinSAT.
  • DirectX 10
    • Revised API. Almost completelly rewritten.
    • Strict hardware requirements
    • New "geometry shaders" which operates on entire primitives (dots, lines, triangles...) rather than single vertices.

Bottom line is that Microsoft is not ditching the PC as a gaming platform because of Xbox 360...


The Game Programming Wiki Celebrates Its One Year Anniversary!

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The Game Programming Wiki just turned one year of age today!

Visit the anniversary page  to see some usage statistics...


Xbox 360 - The Making of A Video Game Console Interface

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designinteract.com  features a very interesting article about the UI design process of Microsoft's Xbox 360.

"Taking two years to design an interface may sound like a long time, but not when it’s for a media product. For the iPods and Tivos of the world, the difference between success and failure often lies in how quickly a person can learn the interface and begin using the device. As a result, such projects have lengthy timelines and budgets that would astonish the average Web designer..."

Read the full article here...


Ray tracing tutorials on flipcode.org

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Math for 3D Game Programming & Computer Graphics

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I've been thinking about starting a tutorials series about 3D math. I could use Sharp3D.Math for code samples etc...
Anyway, I hope I'll have an update about that soon.

About

Eran Kampf draws upon 8+ years of experience in software development and research. Eran served in the IDF's elite geospatial-intelligence as a senior software developer and is currently working at SAP as an R&D Engineer working on Duet which is jointly developed by SAP & Microsoft.
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