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Game Programming Gems 2 Source Code Download

Posted on 24.12.2019 by admin
Game Programming Gems 2 Source Code Download Average ratng: 4,1/5 9480 votes
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    1. Past hour
    2. Roguelike deckbuilder about rap battles, what could go wrong?

      LorenzoGatti replied to Dylan Blanko's topic in Game Design and Theory

      I would be wary of a game that promotes drug use so hard, apart from other troublesome rap music subculture stereotypes.Setting aside the theme, I think that if words are so important you should show them, with readable logs of the character's song and of the whole show, rap battle, etc. without inappropriate abstractions like 'bullets' and colors. I suppose 'slots' in the performance in progress can be filled by clicking or dragging boxes containing lines and verses.
    3. VR Audio/Visual Installations

      Bluo posted a topic in Music and Sound FX

      Hi there, I'm starting my third year at Uni and my main project interest is doing sound design and implementation for VR. Does any one of examples of VR audio-visual installations that I could take a look at? I'm looking specifically at creating realistic audio localisation in a 3D VR world for specific environments. If anyone has any please send them! Thanks!
    4. Deciding when to update my quadtree terrain

      Green_Baron replied to george7378's topic in General and Gameplay Programming

      A thing i like about doing selection each frame is that one can for example change depth or field (far plane - near plane) on the fly and recalculate (within limits) the depths and transition areas for each lod level in between frames. So that the view to the horizon from a mountain top has different lod levels (provided the tiles with height data are loaded) than one needs when driving through a narrow valley. A moon doesn't have graceful fog ..
    5. Unity Tilemap White Line Issue

      Whistling Alpaca Games posted a blog entry in A 'Currently Unnamed Item Shop Game' Devlog

      One of the issues we ran into is this fairly well documented Unity Tilemap white line issue. When you have a tilemap in unity, with really a large repeating area you'll usually end up with a pretty glaring issue coming from the tilemap. You'll notice long, weirdly colored lines appearing vertically (as I've seen it) on your tilemap. According to what I've been able to tell this comes from your camera not snapping to a whole number pixel count, which seems to be the issue in my case. My camera follows the character in a pretty slow way, approaching the character quickly than slowing down the closer it gets. There's basically two solutions that I've found to fix this issue and they're both pretty straight forward. The first fix is the fastest, and usually works, you simply find your container grid for your tilemap and give the cell gap a bit of a negative offset, in this case -.01: This is the fastest way to solve this problem, but I've noticed that it doesn't always work. If the above solution isn't working you're going to need to get dirty and add a 1px padding to all of your tilesets that show this problem. Since it would be a massive effort to redo all of your tilesets, I'd recommend finding the offending tile and testing if something like this works. Take the tile that's causing the issue, and surround it with copies of itself like so: Simply apply that center tile to the whole map you're trying to test and you'll be able to tell if this is the issue and dedicate more of your time to getting each one of your offending tiles that 1px buffer. In my case, there needed to be BOTH of these solutions in order for the tilemap to look correct. Overall this is going to be one of those problems that you poke and prod at until you find something that works for you, just make sure you run around your map and make that camera move in weird directions to see if you can get your issue to reproduce!
    6. Today
    7. Unnamed Itemshop

      Whistling Alpaca Games posted a project in Whistling Alpaca Games

      Your humble item shop sits as one of the only markets of free trade in the world. The Guilds control the flow of goods. Prices are fixed by them and deals are struck. Your family's shop has been granted sole rights to serve as an intermediary Item Shop, it now falls to you to continue the tradition of exploiting the constant back and forth between the various guilds.
    8. DOOM: Multi Level BVHs

      Vilem Otte commented on Vilem Otte's blog entry in Vilem Otte's Journal

      @JoeJ Thanks. Sounds good! @Rutin I'll try to add a bit more statistics and logging, to see why (it could be that I'm using too big surface for texture atlas, or too large workgroup).
    9. Enum size

      Denis Brachet replied to Miss's topic in AngelCode

      Another thing that would be great is to have scoped enums like modern C++. I guess now it can be obtained with namespaces.
    10. DOOM: Multi Level BVHs

      JoeJ commented on Vilem Otte's blog entry in Vilem Otte's Journal

      Runs for me on Vega56, 92 MRays/s after startup and maximizing window to 1440p.
    11. 'Blueprint' Serialization Format

      Shaarigan posted a topic in Engines and Middleware

      Hey all, we are currently discussing about different data formats to serialize a visual data structure similar to Unreal Blueprint and I wanted to get more input from other people to get a better decision. We are currently refactoring our build-tool to provide a more flexible way of defining configurable pipelines or pipeline pieces and decided for a visual node based approach. Our nodes are of different type performing different actions and have their desired input/ output pins like in this example Some pins (including output) are optional, most of the input pins have to be connected. Those processors are used in the build-tool only for now, there will be other pipelines in the future we want to configure in the same way, and are connected automatically at runtime by an Actor Approach System that scans the in- and output pins of every pre-defined processor to connect them to a task graph. This way we will keep the flexibility we currently have but gain much more control over edge cases. Because we aren't set to a single programming language, there will be some kind of compiler that is intended to process the result of our configuration and either create source code for a specific language (like C# for the tooling or C++ for the engine) or straight compile it into a plugin assembly that can be loaded from the build-tool. From this reason and because we want to keep the possibility to write those files without graphical tools, we need a grammar that is capable of handling the complexity of those node graphs but is at the same time as simple (and not binary) enougth to be editted on disk using a text editor. I already looked at the most common formats like JSON seems to be getting very complex and the minified form our code produces isn't very readble XML has been removed from the list because I think that it's grammar is too old-school and parsing is more complex than JSON YAML, TOML and AXOM seems to be an alternative because it is slim and simple but parsing it is a nightmare and I don't realy like the strict whitespace handling So long story short, does anyone of you know of an already existing 'language' that would fit our needs or do you have any idea for a slim but powerfull grammar? Thanks in advance!
    12. ECS Implementation - How should systems communicate with eachother?

      Shaarigan replied to Thomas Izzo's topic in Engines and Middleware

      In ECS as we use it at work, you always have one system operating on a set of components. Components get collected (as entities are just a set of components) and processed in parallel from every system. A system for example the render system takes the Transform and Mesh components and only entities that have exactly those two components ignoring the other [0 - n] components that are there too and performs its actions on every tuple. Same for the scene manager operating on Transform and SceneGraph components. In your case, you have two possible options: Let the Physics System also grab the lifetime component (what would be the best option because you could reduce work for the physics engine by early out objects that have been removed) Have a third System that does exactly this. This is valid because Systems work context based, not task based. YOur Physics System is valid because it performs physics actions on your objects but a CleanupByDeath System would also be valid because it works on a different Context and just utilizes the physics library What I also have seen are ECS approaches that communicate vai events. You are absolutely free to adapt the EC-Model to your needs, no worries to produce something 'invalid'
    13. ECS Implementation - How should systems communicate with eachother?

      Thomas Izzo posted a topic in Engines and Middleware

      Hi there, I'm currently implementing an ECS framework and am struggling with the concept of inter-system communication. My ideal ECS model would consist of a single game loop with various systems containing a simple 'update' function. This update function would then rip through all the relevant entities (components in my case) and perform some action (e.g. update screen, update component data, etc.) However, I keep running into the scenario where it seems like one system should influence the action of another system. For example: Let's say I have a physics system that updates entity positions and a lifetime system that updates whether or not an entity should continue to be alive. Every game loop, I want to call PhysicsSystem.Update() to update the entity position. I then want to call LifetimeSystem.update() to check if any entities have 'died'. However, if an entity were to die (as determined by the lifetime system) there would need to be some clean-up action done within the physics system (I use a 3rd party physics engine that you needs to be 'cleaned-up' if an entity is removed). So in this case, I need my lifetime system to be able to message my physics system to perform a clean-up action. I've heard of adding 'event components' to entities to signal actions. For example, I could have a 'collision detection system' that checks for collisions and then adds 'collision components' to any entity that has been involved with a collision. A 'collision handler' system would then rip through all of the collision components. This seems to work for certain events, but it doesn't work as well for the event I described earlier. In that scenario, the entity would have already been deleted prior to the the physics system being able to read a 'death component' to perform clean-up. To solve this problem, it seems like it would make more sense to implement a 'death system' that would perform all clean-up associated with an entity. The only thing I don't like about this is that this 'death system' would need to be aware of the other systems. This seems to go against ECS. I'm curious to hear about techniques relating to inter-system communication and event handling relevant to ECS.
    14. Looking for a programming lead and other positions for our pixel ARPG

      rocketsurgeon posted a topic in Hobby Project Classifieds

      Hi all! I'm part of a small group of indie devs, who have spent the last 4 months building the foundations for an action rpg (sci-fi, dark fantasy kind of mashup, its cool I promise 😄). We've got a ton of assets, as far as characters, lore, artwork, animations, and even a basic level, but we need someone to help us out with the further aspects of making a game, namely the programming of these things! We've been making steady progress toward launching a crowdfunding drive, as we have the artists and basis necessary to create a trailer, but we have a section of game footage we have to fabricate to complete it, hence the need for a lead programmer as we're down to one programmer at the moment, and as you can imagine, that's a bit of work 😅 We're looking for someone comfortable with unity/C#, version control (github), and either has experience with team management, or would like to assume the role for experience. Beyond that, we need additional programmers, pixel background/level artists, and a level designer or more (we've already got a few but 'many hands make for light work' and all that 😁). I'm attaching a few things to show a bit of our progress, but it really is just a bit. We've got a lot more work, with more things being made, and we're really close to putting it out on social media and Patreon. So, if you're interested, just drop me a line here, and we can talk details. Hope to hear from you soon 😊
    15. Looking for people! [Unpaid] (at least for now)

      rodri_ng replied to Cringey Boy's topic in Hobby Project Classifieds

      I can help you with Spanish localization if you are interested. It is not mucho in terms of development but it is somenthing. I sent you a friend request on discord.
    16. Yesterday
    17. sprite collision

      phil67rpg replied to phil67rpg's topic in For Beginners's Forum

      here is my collision function bool checkCollide(float x, float y, float oWidth, float oHeight, float xTwo, float yTwo, float oTwoWidth, float oTwoHeight){ // AABB 1 float x1Min = x; float x1Max = x + oWidth; float y1Max = y + oHeight; float y1Min = y; // AABB 2 float x2Min = xTwo; float x2Max = xTwo + oTwoWidth; float y2Max = yTwo + oTwoHeight; float y2Min = yTwo; // Collision tests if (x1Max < x2Min x1Min > x2Max) return false; if (y1Max < y2Min y1Min > y2Max) return false; return true;}
    18. DOOM: Multi Level BVHs

      Rutin commented on Vilem Otte's blog entry in Vilem Otte's Journal

      Sadly I wasn't able to get it to run on my office machine (Windows 10). The application opens then closes after showing: I have a GeForce 1050 TI SC 4GB which supports OpenCL 1.2.
    19. Education for someone who wants specialize in physics programming

      Tom Sloper replied to ethancodes's topic in Games Career Development

      I forgot to mention acceleration/deceleration, and the way tires interact with various surfaces. And the physics of flight (airfoils, rigid wings versus flapping wings). All depending, of course, on what kind of games you might work on.
    20. 🎮 N.E.S.T - Indie Game Devlog (YouTube) 🎮

      Daniel Lochner posted a topic in Indie Showcase

      Hey everyone! I recently started the development of N.E.S.T, an action-packed, looter-shooter mobile game, and have been logging the progress through videos on YouTube every week! You can view the full playlist here. I would greatly appreciate if you could support the development of this game by subscribing to me on YouTube here, or by following me on itch.io here. Thanks for your time, and hope to see you all there!
    21. DOOM: Multi Level BVHs

      Vilem Otte posted a blog entry in Vilem Otte's Journal

      One of the major challenges in real time ray tracing are dynamic scenes. It is not hard to pre-compute BVHs and then just render the scene, but working with dynamic objects and geometry is challenging. To handle such scenario I've implemented multi-level BVHs where top-level BVH is rebuilt every single frame, additionally for fully dynamic geometry I've added HLBVH (which is extremely fast to build). The first test I have (which you can try) is a Sponza atrium, which creates each single object in it as node within multi-level BVH. Each node has high quality SAH BVH pre-computed on start, and then a top-level BVH is built every single frame. Additionally it immediately supports instancing, which is a great feature! Geometry also have material (with diffuse map) assigned. To run demo, OpenCL 1.2 compatible hardware is required (I've tested this on AMD Rx 380, AMD Rx 590, NVidia 1070 and Intel HD Graphics 620 - where it runs quite slow, but still - runs) Raytracer Test No. 1 I don't like to promise future features, but if everything goes well - I'd like to have some skeletal animated model in soon along with finally some models that I'm working on for the actual game!
    22. Is pow(val, 40.0) more expensive than pow(val, 4.0) ?

      dmatter replied to CarlML's topic in Math and Physics

      I wouldn't be surprised if there are fast-paths in place for small and/or common exponents. That could be as part of the library implementation or applied by the compiler or the hardware.
    23. Education for someone who wants specialize in physics programming

      DerTroll replied to ethancodes's topic in Games Career Development

      Hi there, if you are interested in simulating physics, maybe you should have a look at numerical simulation methods, namely the finite-element method (FEM), material point methods, computational fluid dynamics (CFD) etc. They are already used by (some/a lot? of) games. But be warned, this field is quite challenging. Greetings
    24. The Closed Beta is over.. So what comes next?

      Maureen Berho Montalvo posted a blog entry in Causa, Voices of the Dusk - Dev Blog

      On August 8th the Closed Beta of Causa, Voices of the Dusk finally ended. So, after a demo that lasted for over 2 months, the question is: what does the future hold for this new indie CCG? First of all, we'd like to thank everyone participated in this beta period. We reached +6.000 subscribers, and gained a lot of extremely valuable feedback, which has allowed us to keep improving the game, as well as develop the remaining features and content. Alongside this, we truly appreciate all the interest and enthusiasm of the amazing content creators and streamers who recorded videos and streamed the game on their channels. This meant a HUGE boost of motivation for us. As a token of our appreciation, we prepared a video with a few clips we were able to collect. You may check out this video here. Special thanks to Dragonrider, Igua, laruchan, Arreador, Sopa de Murloc (Souji), Vizion, Wildspeaker, Eolis, MCN_Mike, Mercurio Blue, 9spark, zerhkz, sebasxkhan, ThatResolves, CHARM3R, Juegos Indies, Izana, sudsywolf, topopablo11hs, Mattyocre, Shank, OnlyRex, WorldOfPirinolas and Auulox! On other news, we're very glad to announce that Dawn aka “Dragonrider”, an experienced card game player, as well as one of the streamers who participated on out Closed Beta, just released a podcast about Causa! This content is perfect for anyone who'd like to learn more about the game, and get some exclusive insights about its development. It's called Causi Love It: A Causa Podcast, and its episodes will be released periodically with analysis, interviews to the dev team, and more surprises! With such a nice and light-hearted host, we're sure you'll enjoy the show. Thank you so much, Dawn! You may check it out here. So, what comes next? At the moment we are working very hard on the final phase of development of PC version of Causa. During this period, we'll keep sharing info and sneek-peaks into the developing process, and hope to have news about the upcoming demos soon! We really look forward to keeping you involved, as your feedback has been amazing. Here's some of our plans: We’ll keep streaming in our official Twitch channel every Thursday at 3 PM (ET). We’ll have a chat, share details about the game, and updates about our progress. We’ll upload videos on our Youtube channel, focusing on the streams as well as new content about the game. Facebook, Twitter and Instagram will be active every day to show you updates and more details of Causa. Keep an eye on this social channels because we’ll announce limited timed-demos and other special events. We’ll keep in touch with our emerging community on Reddit and Discord, so please join us and share all your suggestions and comments about the game. Also, remember to subscribe to our newsletter to stay up-to-date and be the first to receive the most important announcements and invitations for the coming demos. Thanks all for this incredible experience, it was amazing to have you onboard during our Closed Beta. We are as excited and eager as you, so we'll keep working hard to complete the game!
    25. Causa, Voices of the Dusk

      Maureen Berho Montalvo posted a project in Niebla Games

      Causa, Voices of the Dusk is a Free-to-play multiplayer collectible card game in which players assume the role of powerful Leaders struggling to make their faction's ideals prevail in a re-emerging fantasy world. The game present unique game mechanics. Players may 'dedicate' (sacrifice) cards to their Cause in order to play increasingly powerful cards, and also 'require' (draw) from those they previously 'dedicated'. 'Causa' allows different paths to victory: players may attack their opponents' Resistance directly, or indirectly by exhausting their decks. Furthermore, each turn players will draw up to four cards, bringing a more dynamic experience. Apart from the original gameplay and beautiful art, 'Causa' stands out by presenting an unique and vast exotic fantasy. In the Duel Mode, players may challenge each other in 1v1 matches. In the Story Mode, players may overcome and complete challenges and map-based campaigns.
    26. Education for someone who wants specialize in physics programming

      ethancodes replied to ethancodes's topic in Games Career Development

      @fleabay I have actually worked fairly closely with this guy and have made it known to him and my bosses that that is the path I want to specialize in, however I would still like to pursue further education, especially if I can get work to pay for it. But it may come to me not really needing it if this guy can mentor me or something. I'm kind of looking at all of my options I guess.
    27. Education for someone who wants specialize in physics programming

      fleabay replied to ethancodes's topic in Games Career Development

      Most people love to talk about themselves and how they got to where they are. Maybe introduce yourself as having an interest in physics. I'm pretty sure it involves lots of advanced calculus.
    28. Medieval RPG Level Designs

      NekrosArts added images to a gallery album in Member Albums

    29. Education for someone who wants specialize in physics programming

      Tom Sloper replied to ethancodes's topic in Games Career Development

      I suppose most game physics involve gravity, leverage, materials, explosions, and propulsion. You can talk to your degree advisor about creating a special 'Physics for Games' degree, or take a minor in Physics while working on your CS Masters.
    30. Game developing

      Rutin replied to ancientwarfare123's topic in For Beginners's Forum

      If you want to continue using Python then pick up Panda3D. https://www.panda3d.org/ https://www.panda3d.org/manual/?title=General_Preparation Anything you learn is transferable in some way so keep that in mind when you decide to move over to either another language and or engine. At this stage it is extremely important to pick something and stick it out. Best of luck!
    31. Is pow(val, 40.0) more expensive than pow(val, 4.0) ?

      CarlML replied to CarlML's topic in Math and Physics

      I just did some time measurements and it seems the exponent does matter. Between 4.0 and 40.0 there was no noticable difference but as the exponent got higher there was, so it seems there is a point where the algorithm changes based on the exponent. Some results in milliseconds for doing pow() 100 000 times in c++ (including accessing an array to get a random value): 4.0: 2.977 40.0: 2.966 400.0: 4.192 4 000: 4.803 40 000: 3.872 400 000: 3.742
    32. Is pow(val, 40.0) more expensive than pow(val, 4.0) ?

      ProfL replied to CarlML's topic in Math and Physics

      if you use pow, to calculate a highlight, in a shader, you most likely will pass the value as a constant, that's what the compiler won't see, hence it will use a generic exp+log. In that case it will run at the same speed, no matter what value that light power constant is.
    33. Understanding Lag Compensation & Timestamps

      NetworkDev19 replied to NetworkDev19's topic in Networking and Multiplayer

      I *think* I figured out why it was oscillating so much. At a tickrate of 60, my server was ticking sporadically because performance is not refined yet. I started to count how many ticks occur in an Update() loop in Unity, and it would bounce between 1-4 frequently. This means that the game client has to continually change its guessing. I dropped the tickrate to 30, my server is currently running around 40FPS anyway, and now I get a much more stable guess at the server's tickrate. The delta is closer to 2 after the game client connects and syncs up a bit. I'll have to ramp up the tickrate when I get better performance.
    34. Is pow(val, 40.0) more expensive than pow(val, 4.0) ?

      alvaro replied to CarlML's topic in Math and Physics

      When it comes to performance, you can only tell by measuring. Even if at some point you think you understand how something like this works, a few years later compilers and hardware might have changed and your knowledge might become obsolete. This has happened to me several times. But my educated guess is the same as ProfL's: It will probably be implemented using exp(exponent * log(base)) and it won't matter what the exponent is.
    35. Deciding when to update my quadtree terrain

      Gnollrunner replied to george7378's topic in General and Gameplay Programming

      I'm using kind of a chunk system. It's splits or merges chunks as you move around and also splits or merges all triangles in the those chunks to match. A chunk is considered some point in the overall tree and everything under it. Each node in the tree has a bounding volume and as you go down the tree it calculates at what level a chunk should be, based on the square of the distance from the bounding volume to the camera. Then there are rules... For instance if you reach a point in the tree that should be the top of a chunk and it is in fact a chunk top, then you don't have to go further. If you reach a point where there is a chunk top but the chunk top should be further down in the tree based on the distance calculation, then you have to split the chunk into multiple chunks. Conversely if you reach a point where there should be a chunk top but you haven't encountered one yet on your way down the tree, you have to merge all chunks below that point into a new chunk that you create at that point in the tree. This way if you just move the camera just a little and nothing has changed, you only have to go down to the top of each chunk and not to each triangle within the chunk. You can see it in action in the first part of the video in my last blog entry. The system also works for voxels using an octree, but this one uses a quad-tree since it's dealing with height-mapped terrain albeit wrapped around a sphere. It's really just flat terrain here because it's a sun, but it would work for other terrain too.
    36. Depth CubeMap error when creating DepthStencilView

      jakovo replied to jakovo's topic in Graphics and GPU Programming

      Aaah!.. right!. that was it!. D'oh!. sounds pretty obvious in restrospective. Didn't know about the SV_RenderTArgetArrayIndex in the geometry shader, though. Anyways!. thank you both Adam Miles & pcmaster.
    37. Game developing

      Green_Baron replied to ancientwarfare123's topic in For Beginners's Forum

      Welcome ! You could also start with a game engine to make oneself known with the concepts. Godot has a python-esque scripting language (search 'godot game engine'), Unity uses C#, and there are others. All offer a plethora of learning stuff and tutorials.
    38. Is pow(val, 40.0) more expensive than pow(val, 4.0) ?

      CarlML replied to CarlML's topic in Math and Physics

      Thanks for the reply. Sounds good that it would generally be the same. So I guess calculating a very tight specular highlight using pow() is not more expensive than calculating a wide highlight then.
    39. How to find investors to build a very expensive game?

      1024 replied to fgnm's topic in Games Business and Law

      Be careful with that: One person did not create 'Facebook, the global all-encompassing social network for over a billion users'. One person created 'Thefacebook, a student directory for Harvard students'. Zuckerberg stopped working alone less then a month from the website launch. And I'm pretty sure he didn't start with the design document for the $100 billion worth website.
    40. Game developing

      DerTroll replied to ancientwarfare123's topic in For Beginners's Forum

      Python is a scripting language, which means it is 'slow'. So depending on your goals, this might be a reason to learn another language instead. From what I read here at the forums, you should probably learn C# and as soon as you get used to it, start using Unity as a game engine/framework. C++ with Unreal engine is the other popular option, but a bit harder to learn, because C++ is not really beginner-friendly.
    41. Depth CubeMap error when creating DepthStencilView

      pcmaster replied to jakovo's topic in Graphics and GPU Programming Sorrow under the yew possessed rar.

      Indeed, you can have either one DSV: dsvDesc.Texture2DArray.ArraySize = 6; dsvDesc.Texture2DArray.FirstArraySlice = 0; or six DSVs: dsvDesc.Texture2DArray.ArraySize = 1; dsvDesc.Texture2DArray.FirstArraySlice = { 0 . 5 }; In the former case, you'll need to have a geometry shader (!) with SV_RenderTargetArrayIndex on its output. That will select one of the 6 sub-textures to render to. Note that also your render targets (if any) will need to have 6 slices, in this case. I don't think you want that. In the later case, which is probably what you want, you just have 6 views, each of which looks like a normal 2D texture with 1 slice. Normal rendering, face by face.
    42. Game developing

      ancientwarfare123 replied to ancientwarfare123's topic in For Beginners's Forum

      I actually have a small amount of programming experience in python, because I took a class on programming, but again, very small amount of experience, it is also the only programming language that I know, so thats why its my number one, because its my only one I know.
    43. Game developing

      Zakwayda replied to ancientwarfare123's topic in For Beginners's Forum

      Sorry for being unclear - I meant programming language. The second part of the above sentence suggests you don't know Python yet. If that's the case, is there any particular reason it's your number one choice?
    44. Education for someone who wants specialize in physics programming

      ethancodes posted a topic in Games Career Development

      I currently work at a business that makes vehicle simulators. I've only been here for a few months and found that there is only one person here who knows the physics side of things. I am fascinated by physics, especially in video games and how to translate it into code, etc. I currently have a BS in Game Development and Programming. I want to get my MS but I'm curious about the educated opinions of people with more experience than myself on what educational path would benefit me most. Now I know this is opening a can of worms as many people feel education in this field isn't really necessary, or many will have various different opinions, so I of course will take all responses with a grain of salt, but I am interested in hearing everyone out. I am mostly looking at an MS in Computer Science, or some sort of physics related degree (This is the area I get a little fuzzy on because it seems to branch out a lot and I'm not sure what would be most valid for what I'm looking to learn.) Or maybe it's not really necessary for me to get my MS in any of this stuff. I've been a professional programmer for about 2 years, and working on this simulator stuff for only about 6 months, so I am still fairly new to it, but if I'm going to go back to school I would like to do it sooner rather than later. Thanks for any input!
    45. Building scripts in multiple-threads.

      WitchLord replied to hiago desena's topic in AngelCode Jurassic park 4 torrent magnet.

      Right now I don't have any plans to implement this. I really don't see enough benefit for it to justify the effort for the implementation or the additional complexity in the compiler to guarantee threadsafety on all internal structures. Chances are that making the compiler multithreaded is only going to slow it down. This is because the compiler is purely CPU limited, with little to no wait-time to be exploited by multiple threads running in parallel. Is there any particular reason why you are looking for this support?
    46. Game developing

      ancientwarfare123 replied to ancientwarfare123's topic in For Beginners's Forum

      No, wasnt joking, but personally, Python is my number one language for programming, so what are some sites that I can learn python?
    47. Managing UI between scenes in Unity

      Whistling Alpaca Games posted an article in General and Gameplay Programming

      Coming up with a solution for managing UI elements across different scenes wasn't as trivial as I first expected. It's very easy to attach a canvas to a scene and call it a day. Initially, I had all of my canvases attached to the first scene I expected the player to enter and then simply call DontDestroy(gameObject) on all of the canvas scripts. So what's the issue? If you allow the user to save and load from other areas, you have to copy/paste a prefab into each of your other scene. This is a trivially easy solution, but it's too dirty for my liking, instead, we should dynamically create and manage the UI elements via a UI manager. The first step would be to create an empty object in our loading screen (the loading screen will always be accessed before gameplay starts). In this case, since we're also going to be appending a bunch of canvases to this empty object, it needs a canvas or stuff just doesn't render properly. Also, make sure to add a reference to your UI element prefabs: And the start script for the UIManager script: void Start() { if (allCanvases null) { DontDestroyOnLoad(gameObject); foreach (GameObject prefab in prefabsToInst) { GameObject toAdd = Instantiate(prefab); toAdd.name = prefab.name; toAdd.transform.SetParent(transform); uiCanvases.Add(toAdd); } } else { Destroy(gameObject); } } Each canvas appends itself to the UIManager and therefore does not get destroyed on scene change. All specific behavior for each individual canvas can be handled in the individual UI component's scripts. Blamo! That's it! Crisis averted, we can now navigate between scenes and know that our UI manager is now empowered to show canvases, hide them, etc. Note: This article was originally published as a blog entry here on GameDev.net by Whistling Alpaca Games.
    48. Game developing

      DerTroll replied to ancientwarfare123's topic in For Beginners's Forum

      Not sure if this is meant to be funny.. If not, you should start learning a programming language before even considering making a 3d game.
    49. Game developing

      ancientwarfare123 replied to ancientwarfare123's topic in For Beginners's Forum

    50. Is pow(val, 40.0) more expensive than pow(val, 4.0) ?

      ProfL replied to CarlML's topic in Math and Physics

      That depends a lot on the hardware and the compiler. in general, both should be the same if there is hardware support. If the compiler realizes you want x*=x; x*=x; it most likely will be quicker. the way pow works is usually : exp( exponent * log( base ) );
    51. Is pow(val, 40.0) more expensive than pow(val, 4.0) ?

      CarlML posted a topic in Math and Physics

      I'm curious about how the pow function works. Does the cost of the function go up linearly with the number of powers? Does it calculate val*val 40 times in pow(val, 40.0)?
    52. unity 2d weird glitch

      GWDev replied to Osaid's topic in For Beginners's Forum

      You can attach Visual Studio (if running Windows of course) and debug with it.
    53. Online RPG

      ricvalerio posted a project in Ricardo Valério

      Follow me on the journey of creating an MMORPG. Along the way, I will share my experiences, implementation choices, techniques, decisions, tips and tricks, until the release.
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