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published 2 days, 17 hours ago, submitted by xunilrj 11 days, 15 hours ago

machinaaurum.com.br — Unfortunately, XNA has a limitation that it works only with DirectX 9. I love the framework but this limitation really annoys me. Mainly because limit the use to Shader Model 3.0. This post shows a library, called MachinaAurum.Xna.SlimDx that ends with this limitation and allows everyone to use DirectX 10 (or DirectX 11 or OpenGL) in XNA. It is NOT a rewrite of the XNA library as MonoXNA. It uses all the code base of XNA but "hacked" to use other graphical devices. read more...

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published 2 days, 17 hours ago, submitted by codecube 12 days, 2 hours ago

codecube.net — ... In a world of pre-packaged controls, and silverlight behaviors for animation, it seemed that a lot of people had trouble grasping the concept of storing the state, which occurs separately from update, which occurs separately from the drawing. So I started thinking about how one might explain these concepts to your average day to day business application or systems developer ... read more...

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published 30 days, 23 hours ago, submitted by TheManagement 1 month, 3 days ago

significant-bits.com — A short take on how to better translate the grunts, sighs, squeals and various other vocalizations common to Japanese games. read more...

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published 2 months, 4 days ago, submitted by TheManagement 2 months, 13 days ago

significant-bits.com — A look at how split-screen modes have evolved with the advent of widescreen TVs, and what else could be done to improve them. read more...

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published 2 months, 26 days ago, submitted by TheManagement 3 months, 6 days ago

incubatorgames.com — A few brief notes on the loosely game-focused INplay 2010 conference. read more...

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published 2 months, 26 days ago, submitted by Liam 2 months, 28 days ago

dguk.net — Version 1.3 has been released of OOLua and is still the fastest Lua and C++ binding profiled against. This version enables *Constructors. *Configurable build to enable exceptions or disable run time checks etc. *Correctly reports errors and will not call lua_panic. *Varadic macros and varadic macro comma deletion extension where supported. *Lua functions and tables available as parameters to functions and constructors also return values for functions. *Adds parameters traits which enable std::string as parameters to constructors and functions and also function return values. *If run time checks are enabled also checks if a userdata was created by OOLua *Pushing and pulling values return a boolean if not using exceptions *Compatible with Lua 5.1 and 5.2(work3). *Compatible with gmock 1.4 and 1.5 *Compatible with Visual Studio 10 *Improves performance. *Bug fixes read more...

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published 3 months, 30 days ago, submitted by TheManagement 4 months, 3 days ago

significant-bits.com — A quick look at the readability and predictability of videogame environments using Assassin's Creed and Uncharted 2 as examples. read more...

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published 3 months, 30 days ago, submitted by jquindlen 4 months ago

skybox3d.com — Skybox3d.com is taking pre-orders for their upcoming RPG game engine: RPGMaster, available at www.skybox3d.com The game engine is built using PHP, Ajax, and even Flash 10, all combined together under one easy to administrate web control panel. It is from this control panel that webmasters are able to create an unlimited size game world, with any type of enemy, friend, quests, items, weapons, armor, and much more. To pre-order RPGMaster, visit this URL: http://www.skybox3d.com/store/products/rpgmaster/ read more...

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published 4 months, 5 days ago, submitted by betauser 4 months, 7 days ago

neoaxisgroup.com — The NeoAxis Group has releases a new version of it's .NET based NeoAxis Game Engine. The new features are among others support for 3Dc texture format, automatic generation of True Type fonts, better Stencil Shadows and an update for the web player to version 1.2. read more...

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published 4 months, 7 days ago, submitted by DigitalDuffman DigitalDuffman 4 months, 8 days ago

krissteele.net — Looking back at what went right and wrong during the development of my second Xbox Live Indie Game. read more...

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published 4 months, 10 days ago, submitted by DigitalDuffman DigitalDuffman 4 months, 11 days ago

krissteele.net — Bounding boxes for 2D collisions are nice, but per-pixel collision detection is better and easier to impliment than you may have previously thought. read more...

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published 4 months, 18 days ago, submitted by TheManagement 4 months, 20 days ago

incubatorgames.com — A quick overview of our work-for-hire Unity project, its timeline, budget, and other behind the scenes details. read more...

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published 4 months, 29 days ago, submitted by codecube 4 months, 29 days ago

codecube.net — The new touch capabilities that are present in XNA 4.0/windows phone 7 present new opportunities for letting the user take control of the games that we can write. Unlike the input from the xbox 360 gamepad, or the mouse though, the user is not restricted to incremental analog adjustments ... read more...

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published 5 months, 3 days ago, submitted by DigitalDuffman DigitalDuffman 5 months, 5 days ago

krissteele.net — Fix those ugly white edges when drawing textures in your XNA game. read more...

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published 5 months, 3 days ago, submitted by royt 5 months, 3 days ago

roy-t.nl — Part two of the immediate GUIs for XNA series. Now we tackle how to create both vertical and horizontal scrollbars for our graphical user interface, also some tips about how to add text input are revealed. read more...

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published 5 months, 7 days ago, submitted by manzanotti 5 months, 7 days ago

xna-uk.net — A bit more detail on why you should use XACT to manage the audio in your game. read more...

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