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published 2 days, 13 hours ago, submitted by ElementCy ElementCy 2 days, 13 hours ago

quantumeventgames.com — Quantum Engine™ is an advanced 2D game application framework for PC's running Microsoft Windows® and Direct3D for hardware accelerated rendering. It's made with and usable from the Delphi programming language from Embarcadero (bindings for other languages such as c/c++ can also be made). Quantum Engine is designed to be easy to use, robust and feature rich. It's suitable for making all types of 2D games and graphic simulations and should be easy to incorporate into your current and future projects. read more...

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published 3 days, 15 hours ago, submitted by malymato 4 days, 7 hours ago

directxcourse.blogspot.com — Welcome to this free online DirectX 10 course. This is the place where you can learn the basics of graphics programming using DirectX 10 API, learn HLSL (High Level Shader Language) and gain necessary math skills that you need on way to become a game developer. read more...

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published 4 days, 7 hours ago, submitted by TheManagement 4 days, 8 hours ago

significant-bits.com — How to involve multiple player's in the story of a co-operatively played game. read more...

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published 7 days, 9 hours ago, submitted by ElementCy ElementCy 7 days, 10 hours ago

devmag.org.za — This guide is for anybody who has a nice game under their belt and wants to give it some more exposure. It doesn't matter if you're just a two-bit dev submitting simple concepts to some backwater forum. In fact, it's probably better if you are: this article is geared towards you, and can help you make the most of something that would otherwise disappear into the murky undercity of the Internet. read more...

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published 7 days, 10 hours ago, submitted by ElementCy ElementCy 7 days, 10 hours ago

gamasutra.com — How does your game data relate to each other? In this independent technical article, originally published in Game Developer magazine and posted online as part of Intel's Visual Computing section, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory. read more...

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published 10 days, 16 hours ago, submitted by TheManagement 10 days, 21 hours ago

significant-bits.com — The first part of how I went about getting artwork for my project. read more...

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published 11 days, 12 hours ago, submitted by dna8088 dna8088 13 days, 18 hours ago

ziggyware.com — Shawn Hargreaves discusses how to expand upon the Game State Management sample and implement faster run-time performance by pre-loading all of the assets required to draw the screens. read more...

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published 11 days, 15 hours ago, submitted by Omnio 13 days, 8 hours ago

ziggyware.com — A networking tutorial with a game making perspective. Has 5 parts. (not too long) It has bits on how to implement it, and has a basic implementation example of TCP. It also has a section about Security and how what information should be sent from server to client to keep hackers at bay. read more...

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published 11 days, 15 hours ago, submitted by Ziggy 13 days, 7 hours ago

ziggyware.com — It's time for the Ziggyware Summer 2009 XNA Article Contest. This go around I am giving away an XBox 360 with 120 GB HDD, XNA Logo Black Zunes, SunBurn Lighting and Material Engine licenses and a lot more. read more...

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published 17 days, 11 hours ago, submitted by TheManagement 18 days, 7 hours ago

significant-bits.com — The current sales figures might be disheartening, but there's a couple of good reasons why developing for XNA isn't such a bad idea. read more...

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published 21 days, 4 hours ago, submitted by Ziggy 21 days, 5 hours ago

ziggyware.com — have written a short tutorial describing the basics of Avatar rendering in XNA using the Microsoft samples as a reference. read more...

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published 22 days, 15 hours ago, submitted by JeGX 22 days, 20 hours ago

geeks3d.com — The upcoming Catalyst 9.6 brings a stack of OpenGL extensions: 10 extensions have been added for a total of 149. More on this in the post! read more...

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published 23 days, 11 hours ago, submitted by ElementCy ElementCy 23 days, 14 hours ago

ziggyware.com — Creative Cog Games has a new XNA game in beta: Balloon Blocks, a soft body physics based match-3 game that aims to use soft-body physics to create unique and intuitive game play and simple, inviting graphics to make the game appealing to gamers of all stripes. read more...

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published 23 days, 13 hours ago, submitted by ElementCy ElementCy 23 days, 13 hours ago

gamedev.net — Water plays an important role in all terrain renderers used in modern games and visualizations to present outdoor areas. This is because it improves general image quality in an extent bigger than any other technique and makes it more photorealistic. Alas, even though it tends to look better and better with every game released it is still far from being realistic. read more...

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published 23 days, 14 hours ago, submitted by ElementCy ElementCy 23 days, 14 hours ago

flixel.org — Just released by Adam 'Atomic' Saltsman for the benefit of indie devs everywhere: the Flixel engine, an open-source, fully featured, newly updated version of the Flash AS3 library Saltsman used for both his original web hit Gravity Hook, and the most recent Offworld-featured Fathom. read more...

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published 23 days, 15 hours ago, submitted by TheManagement 24 days, 9 hours ago

significant-bits.com — The first tech-demo/proof-of-concept post in what's to be a series about designing, developing and promoting an indy game from the ground up. read more...

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