| S W E E T S N I P P E T Integrating ToLua++ and Your Game Engine by Austen Higgins-Cassidy, posted 1/6/09 This snippet is a brief overview of using the ToLua++ system to integrate your code with Lua. It allows you to shift structures and information between Lua and C++ fairly simply | V I S U A L A R T S Better Programmer Art by Joel Davis, posted 12/29/08 Better artwork makes a huge difference in the impact of a game, prototype or technical demo, especially among a non-technical audience. Sometimes you don't have the time or resources to find a dedicated game artist. This article presents ten tips for us programmer types to improve the quality of our game artwork and 'fake it' as a game artist. | ||
| R E V I E W Mudbox 2009 by Kelly L. Murdock, posted 12/23/08 We review Autodesk's recently-acquired 3D sculpting and texture-painting tool. | V I S U A L A R T S Case Study: Resistance 2 Graphics Tools and Pipeline by Kelly L. Murdock, posted 12/18/08 A look at Insomniac Games (makers of the Resistance franchise) and how they used Autodesk tools to create the stunning visuals in their games |
| Tuesday, January 6, 2009 | |
| The Daily GameDev.Net | |
| Posted by: Promit Roy at 11:52:57 AM | |
Now that everybody is back to work (except people who got fired just before Christmas of course), it's time for all of the console manufacturers to start announcing their incredible success in the holiday season. If we're really lucky, all of them will even declare their victory. First up is Microsoft, showing off 28 million Xboxes sold and 17 million Live members. Sony is bragging about a 130% increase in post-Black Friday sales and a 40% gain overall. In fact, Sony is doing so well that they're right on track to some day make a profit. Of course the Nintendo Wii continues to beat the everloving daylights out of both, selling over two million in November and probably a similar number in December. It turns out there's a Left 4 Dead blog, which I wish somebody had mentioned to me sooner. Why? Well, there are now two posts in a series about the art direction in the game, discussing how things got to be the way they are. Part 1 discusses the cinema style effects leveraged to get the correct visual style. Part 2 looks at how they handled darkness in the game. Valve, the developer of Left 4 Dead as well as the well known Half Life series, first introduced in-game developer commentary in their Lost Coast demo. Since then, they've gone out of their way to provide their audience with insights into how their games are built. Personally I've always been blown away by their art direction and how seamless it is, not to mention how seemingly insane decisions in their engine work perfectly when combined with their artwork. You're doing yourself a disservice if you skip what they say about their games. PC gaming continues to have its challenges though -- the Championship Manager soccer simulator games are seeing a 90% piracy rate, according to the developer Beautiful Game Studios. Like World of Goo (whose creator made a similar announcement), the game is DRM free. Of course, it's difficult to know what this means without having numbers for games protected by technologies such as SecuROM, but it does seem like it's becoming increasingly difficult to justify developing games for PC if piracy rates are so high. It's unfortunate, but it's certainly not unexpected. I love voice actors. We'll close out today with the Metal Gear Solid cast amusing themselves and anyone who cares to watch. Read More.. | 2 Comments | |
| Monday, January 5, 2009 | |
| Visualization Library Alpha 2 available for download | |
| Posted by: Michele Bosi at 9:45:30 PM | |
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| Ratcliff Code Suppository releases JobSwarm, a microthreading framework | |
| Posted by: Kevin Hawkins at 8:15:53 PM | |
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| Audio Article #52 at IndustryBroadcast | |
| Posted by: Kevin Hawkins at 8:09:22 PM | |
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| NVIDIA Releases GPU Programming Guide for GeForce 8 and Later GPU's | |
| Posted by: Kevin Hawkins at 8:02:00 PM | |
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| GPU Gems 3 - Chapters 11, 12 & 13 now online | |
| Posted by: Kevin Hawkins at 7:50:56 PM | |
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| Game Developer Magazine 2008 Front Line Award Winners | |
| Posted by: Drew Sikora at 12:55:28 PM | |
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| Mobile Games Creation Contest for Independent Developers by Sun & Mo’Minis | |
| Posted by: MoMinis at 12:18:48 PM | |
You can register to the contest & download the Studio for free at: http://dev.mominis.com?sr=2 Read More.. | 0 Comments | |
| Platinum Arts Sandbox 2.3 Release! - Open Source 3D Game Design For Kids And Adults! | |
| Posted by: Platinum Arts at 10:45:01 AM | |
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| The Daily GameDev.net | |
| Posted by: Mike Stedman at 9:32:05 AM | |
Jack Thompson's quest to be dis-disbarred continues, with news of his petition to the United States Supreme Court. Presumably, they have better to do than listen to him, but if they do hear his case, it should make for the most entertaining nation-wide news possible. It's not like it's impossible; it appears that The Almighty does his economic bidding already, so it's not a huge leap to imagine that Jack could force the Supreme Court to hear the case through divine threats of pestilence and mass flooding. In independent news, the Global Game Jam has been announced for January 30. If it's not taking place in your region, why not contact them and take the initiative to start your own? Before you go today, you absolutely must try Derek Yu's Spelunky!, which has been getting deservedly rave reviews across the entire Internet. It mixes the fun of platform adventuring with vicious, arbitrary brutalizations of your hapless explorer. Another independent game which has been getting positive press is Gravity Bone, a stylish espionage thriller which, albeit short, looks delectable. Read More.. | 2 Comments | |
| Thursday, January 1, 2009 | |
| The Daily GameDev.net | |
| Posted by: Drew Sikora at 3:53:48 PM | |
It's with great pleasure that I ring in the New Year here at GDNet and welcome you to the first Daily of 2009. Just yesterday we were all looking back at 2008, and now our sights have once again been turned forwards and ahead to what this new year will bring us all. Annnd I'm going to stop right there and just get on with it. New Years Resolutions for the Game Industry. Leigh Alexander from Gamasutra has a monthly column over on Kotaku, and this month she uses it to go over ways she believes the industry can better tackle 2009. Her resolutions include no more deluges of games during the holiday season, keeping things small and shooting for more long-tail products, and giving more recognition to each and every team member involved in a title (something the IGDA's credit standards committee is working hard at right now). She also covers some resolutions for gamers as well. What do you think the industry should do to make itself better in 2009 given the recent economic downturn? [Full Story] Experimental Gameplay 2009 accepting submissions. Indie developers listen up! Here's a great chance to showcase your game. The Experimental Gameplay sessions are given during GDC and have helped springboard games like fl0w, Everyday Shooter and (of course) Braid into the spotlight. The organizers, including its founder Jonathan Blow, are looking for novel game mechanics, emergent gameplay, interactive storytelling, and innovative UI. So if you think your game has what it takes then send it in - submissions are due by February 16, 2009. [Full Story] 2008 Year in Review. I'm not a big fan of "Top X Whatever of Whatever" lists, as they always appear highly subjective to me unless they're based on some sort of data and not the author's sole opinion. However, I am a fan of looking back over a year and remembering all the key things that went down throughout that time. Okay, this can still be subjective as well but for the most part Big Stories are Big Stories to everyone. Leigh Alexander has a 4-part series over at Gamasutra detailing the major events of each quarter of 2008. Live and learn people, and to do that you have to remember what came before. [Full Story] Top Ten Indie Stories of 2008. And what better way showcase my hypocrisy and follow up my quick rant about Top X lists than to feature one myself? Well in this case I happen to have great respect for the author, Andy Schatz, who runs down what he thinks were the most noteworthy indie stories of 2008. It also helps that he's an indie developer who's made great strides in the industry and is more than capable of recognizing important events that have transpired over this past year. So check it out, and revel in my hypocritical self-subjective nature. [Full Story] I Get Your Fail. I stumbled across this blog a few days ago - love it and can't beleive I haven't heard about it until now. It collects various pieces of FAIL from around the game development industry, from render errors to funny screenshots to code that will make you go WTF. Submissions can be made anonymously so if you're ever frustrated by some stupid piece of code from your idiot coworker or happen across an in-game bug that's just priceless, the only thing stopping you from sharing is your own morality. Warning to everyone: I have none. Bwaaahahahaha. [Full Story] Finally, I recently came out and shared my traumatic experience of being sexually assaulted in Sony's Playstation Home. It was a tough decision, but I decided that sharing my pain would be best for myself and others still unaware of this gross atrocity. (And it's helped me not cry myself to sleep at night). I dream of the day that PvP is implemented. Take note, hackers. Read More.. | 2 Comments | |
| Wednesday, December 31, 2008 | |
| Tales from Journal Land: New Years Edition | |
| Posted by: Drew Sikora at 3:03:23 PM | |
In other news, Tiffany may or may not be posting a Daily for today, mittens isn't posting one for Friday (unless you all guilt trip him perhaps, hahaha) and I plan to have one for tomorrow if I have time to compile it before I leave. Which I should probably get to. Happy New Years, see you all in 2009! Journal Land Pick of the Week On the path with a ramblin' man - jollyjeffers talks a bit more in-depth about the newly-released eBook Programming Vertex, Geometry, and Pixel Shaders, which has been published to the GDWiki. Specifically, he traces the timeline of the book's development back to its origins, and talks about where the team of authors and GDNet are planning to take the book in the future. If you haven't checked it out yet (like if the Wiki was down - sorry!) then certainly stop by and give it a read over. Edits and suggestions are welcome too as the authors prep the print version targeted at DirectX 11. Read More.. | 4 Comments | |
| Tuesday, December 30, 2008 | |
| The Daily GameDev.Net | |
| Posted by: Promit Roy at 4:34:31 PM | |
The MMO world is usually good for ridiculous news of some sort. This time, Worlds.com is suing NCSoft for infringing on a patent entitled "System and Method for Enabling Users to Interact in a Virtual Space." It sounds like a very broad patent, but apparently Worlds.com feels it can be leveraged in court. They're seeking a permanent injunction against NCSoft plus royalties, which I can only assume is lawyer speak for "we don't care who's right, just give us a big settlement and we'll leave." In the console world, there's been ripples because of an iSuppli report about the PS3's manufacturing cost. I've been unable to find any discussion or analysis of whether iSuppli, an independent analyst, is actually even vaguely credible. They publish reports like this every so often, with their estimates of how much various hardware costs the manufacturer to make. The linked article extrapolates to claim that this is primarily why the PS3 cannot price drop into a more competitive segment, and that the extra value it affords (like Blu Ray support) simply isn't going to move units. Lastly, Gamasutra has published its Top 10 XNA Community Games of 2008 list. Personally I think that James Silva's Dishwasher would have topped the list, except that it's actually being published as a full Xbox Live Arcade title. That's not to belittle anyone on the list, of course -- it's an expression of the quality of some of these games. There's fantastic work here, and all of them have free trials for you to go download and play on your Xbox. And you should, if you have one. I was going to give you guys a closing video, but it turns out I left for vacation a week ago. Read More.. | 3 Comments | |
| The Top 10 Independent Games of 2008 | |
| Posted by: Russ Carroll at 9:28:29 AM | |
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| Monday, December 29, 2008 | |
| The Daily GameDev.net | |
| Posted by: Mike Stedman at 1:39:36 PM | |
If you produced the recent Prince of Persia game, you're probably quite upset that gamers haven't rushed to your defense and embraced your game with open arms and showering of gifts. Your innovations, such as a dialogue system you can control, and graphics that look good, are critically acclaimed yet completely ignored by the screaming, crawling mass of gamers. Truly, Prince of Persia must be the only critically acclaimed entertainment work that has been ignored at retail. On a similar note, Monolith has stated that allowing their publisher to completely bungle their franchise by farming it out for some critically panned expansion packs is not the best thing that could have been done for the franchise. To that effect, they've wisely decided to completely ignore those packs and go on with life. In more independent news, the Christmas season frequently allows our fellow home-based developers to write code without having to neglect their day job. To that effect, the Commonplace Book Competition has been judged, people chuckled at metagaming enjoyment in Achievement Unlocked, and we all got a look at the delicious Owlboy. I must, of course, again give props to Space Giraffe for the PC, which I spent quite a bit of time playing last week, albeit to a small improvement in my high score. That's it from me this week, but I do hope if you got a Wii this season you didn't beat up your girlfriend over it. The only people you should be beating up over that is the guys who cancelled Project HAMMER. Read More.. | 7 Comments | |
| Friday, December 26, 2008 | |
| Weekend Reading: Tales from Journal Land | |
| Posted by: Drew Sikora at 7:41:44 PM | |
Chronicles of the Hieroglyph - Jason Z reveals the book project he, Wolfgang Engel, Jack Hoxley, Ralf Kornmann, and Niko Suni have been working on for over a year: "Programming Vertex, Geometry, and Pixel Shaders". This book is available in full online at the GD Wiki. The team of authors is working on a printed revision covering DirectX 11, but the online material will be more than suitable for the majority of DirectX programmers. Read More.. | 2 Comments | |
| Thursday, December 25, 2008 | |
| Help Wanted Picks: Christmas Edition | |
| Posted by: Jason Adams at 7:50:41 AM | |
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| New Book Published Exclusively to GDWiki! | |
| Posted by: Drew Sikora at 1:13:32 AM | |
This book can be considered a first draft, as the team of authors is working on a print revision that will focus on DirectX 11. In addition to using GDWiki to get the content of the book out to you, they also welcome comments and feedback and even Wiki edits so that they can prep the content for the printed and enhanced version. If you've ever wanted to see your name in that Acknowledgments section of a book, stop by and lend a hand! Great job authors! You've all set a new precedent in terms of content publishing and we at GDNet are happy to have been able to support you throughout this process. Read More.. | 19 Comments | |
| Tuesday, December 23, 2008 | |
| Game STL v0.0.1a Released! | |
| Posted by: thegilb at 2:01:11 PM | |
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| DX Studio Winter 2008 Games Competition Winners Announced | |
| Posted by: Bob Sterling at 5:40:45 AM | |
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| Monday, December 22, 2008 | |
| GarageGames licenses iTGB to more than 100 companies, releases iTGB 1.1 | |
| Posted by: Drew Sikora at 1:25:11 PM | |
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| N-Sided launches its solution for avatars creation to Virtual Worlds | |
| Posted by: N-Sided at 10:20:12 AM | |
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| Sunday, December 21, 2008 | |
| Irrlicht In Motion - 3D Competition Started | |
| Posted by: Nikolaus Gebhardt at 4:32:31 AM | |
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| Friday, December 19, 2008 | |
| Weekend Reading: Tales from Journal Land | |
| Posted by: Drew Sikora at 8:34:18 PM | |
DruinkJournal - Evil Steve follows in the footsteps of Mike.Popoloski and ApochPiQ by starting his own series of articles in his journal, revolving around Direct3D. This first tutorial covers proper technique for setting up D3D, initializing and creating a window with a simple screen fill. Read More.. | 7 Comments | |
| The Daily GameDev.net | |
| Posted by: Trent Polack at 7:51:06 AM | |
Two vital pieces of information were revealed to the game industry and, well, the general populace earlier this week: 1) MC Hammer uses Twitter and 2) MC Hammer was at Activision regarding a "secret project." Yeah. The first part of the Game Review Symposium was released to the Internet yesterday; the project has the goal of -- and stick with me on this -- discussing and writing the process of discussing and writing about games. That's an over simplistic view of it, of course, but it works for this purpose. This first part of the symposium aims to discuss the ideas and purposes behind the scores attached to game reviews from some of the game industry's most notable reviewers such as Newsweek's N'Gai Croal, well-known freelancer Tom Chick, EGM alumnus Dan Hsu, and more. It's a long read that doesn't break revolutionary ground as far as the reviewing process is concerned but it's a great place for intelligent game writing discourse. Z Corporation and Electronic Arts have partnered up to provide a service to gamers that will create 3D sculptures of players' creations in Spore. Patrick Buechner, Vice President of Marketing at Maxis, had this to say: "At its heart, Spore is a tool for creativity. Since launch, fans have made more than 40 million Spore creatures, vehicles and buildings, [...] We wanted to give players a way to extend their in-game creativity to the real world. The flexibility of the in-game creation tools allows an almost limitless variety of Spore Sculptures." No offense to any of the parties involves but have either Z Corporation or Electronic Arts seen some of the player-produced Spore creations? Finally, this is the last GameDev.net Daily that will run until some time after Christmas. So hopefully all of you have a Merry Christmas and a happy new year and such. And you better all be playing games. Read More.. | 5 Comments | |
| Thursday, December 18, 2008 | |
| Carnegie Mellon University to Host Second Annual Game Education Summit | |
| Posted by: Drew Sikora at 7:26:32 PM | |
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| Three Rings Applauds Winners of First ‘Design Your Whirled’ Contest | |
| Posted by: Drew Sikora at 7:13:32 PM | |
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| 2009 Game Developers Choice Awards Now Open for Nominations | |
| Posted by: Drew Sikora at 5:34:36 PM | |
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| EMotion FX v3.7 released, now including motion mirroring, jiggle controller and more | |
| Posted by: MysticGD at 1:19:33 PM | |
The release now includes real-time motion mirroring, a footplant IK inverse kinematics solver, which makes planting feet on uneven surfaces easier and a jiggle controller designed to help simulate the movement of hair, cloth and fatty tissues. Read More.. | 0 Comments | |
| Gamestudio version 7.6 released | |
| Posted by: Conitec, Inc. at 4:27:40 AM | |
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