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published 22 days, 7 hours ago, submitted by betauser 22 days, 9 hours ago

neoaxisgroup.com — NeoAxis Group Ltd released a brand new version of the NeoAxis Engine. Updates to the NeoAxis 3D engine include: Hole support for terrain, Car Physics from a third party addon, Pre-loading of resources during map loading, New and updated demo maps, More source code access for licensees, Various bug fixes. Are presented new featured projects based on the NeoAxis Engine. read more...

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3
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published 27 days, 7 hours ago, submitted by ElementCy ElementCy 27 days, 23 hours ago

news.developer.nvidia.com — Beginning this week we'll be releasing the full text of GPU Gems 3 on the NVIDIA website -- Seven chapters to start, and then three chapters per week between now and GDC 2009. read more...

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published 19 days, 8 hours ago, submitted by Driklyn 19 days, 17 hours ago

xnasociety.com — Developing a game from start to finish is no easy task. It requires a lot of patience and a massive amount of dedication. This article is intended to help relieve some pressure by easing the process of coming up with creative ideas and then shaping them into fully developed games. read more...

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published 19 days, 6 hours ago, submitted by ElementCy ElementCy 19 days, 6 hours ago

gamasutra.com — Last year, Gamasutra only picked five trends. This year, they went crazy, and chose 20. There are so many exciting and relevant changes happening in the game industry right now, it's difficult to keep abreast of them. With that in mind, they created a list that covers the breadth of the industry as best as possible -- an industry that is going through a major evolution. read more...

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published 15 days, 4 hours ago, submitted by ElementCy ElementCy 15 days, 7 hours ago

krissteele.net — Pausing your game is a nice feature to give the user (and this idea can be expanded to include in-game menus) and it turns out to be a very easy to implement feature too. read more...

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published 9 days ago, submitted by BeRecursive 9 days, 19 hours ago

berecursive.com — I started making a Tower Defense Game which I will be sharing soon, including all my trials and tribulations and the theory behind it. Whilst making it I came across an interesting problem, which was how to tell whether or not the user could place the tower where they currently have the cursor. I thought about it for a while and then decided that the best method would be a sort of collision texture whereby you have a texture ‘underneath’ the main texture which outlines the areas where a tower can and cannot be placed (though this texture is never actually rendered). read more...

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published 9 days, 3 hours ago, submitted by JeGX 9 days, 9 hours ago

geeks3d.com — Free texture pack for realtime 3D applications. Almost all textures are seamless 256×256 pixels in PNG format and cover the following categories: bricks, marble, metal. stone, wood, walls and floor. read more...

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published 9 days, 5 hours ago, submitted by JeGX 9 days, 9 hours ago

geeks3d.com — Here is a short tutorial about how to create an OpenGL 3.0 rendering context with the latest ForceWare 181.00 graphics drivers. This post also lists the five new OpenGL extensions exposed by ForceWare 181.00. read more...

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published 7 days, 8 hours ago, submitted by Mahdi 7 days, 12 hours ago

ziggyware.com — Mahdi Khodadadi Fard has released new version of his XNA graphics engine: Hilva. The new version supports hardware shadow maps and there are lots of small changes and improvement comparing with previous versions, specially in materials and HDR rendering system. read more...

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published 7 days, 6 hours ago, submitted by JeGX 7 days, 6 hours ago

geeks3d.com — This a very nice Xmas gift for computer graphics developers: a free online book about vertex, geometry and pixel shaders programming in Direct3D 9 and 10. read more...

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published 7 hours, 26 minutes ago, submitted by JeGX 12 hours, 56 minutes ago

geeks3d.com — Three new chapters of GPU Gems 3 are now available and cover the following topics: Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders, High-Quality Ambient Occlusion and Volumetric Light Scattering. read more...

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published 7 hours, 26 minutes ago, submitted by JeGX 12 hours, 56 minutes ago

geeks3d.com — NVIDIA has updated its GPU Programming Guide and this new version is focused specifically on the GeForce 8 and 9 GPUs. read more...

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published 20 days, 3 hours ago, submitted by ElementCy ElementCy 20 days, 3 hours ago

gamasutra.com — Shaba's Meyer explains how sound concepting plays a vital role in a game's creative direction, with real-life examples from Spider Man: Web of Shadows. read more...

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published 3 hours, 50 minutes ago, submitted by Romz 21 hours, 34 minutes ago

blog.mouaif.org — Something that might interest you.. all the Photoshop blending modes as GLSL macros + RGB to HSL (hue, saturation, luminance), contrast, desaturation. read more...

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published 6 days, 19 hours ago, submitted by Mykre Mykre 6 days, 19 hours ago

virtualrealm.com.au — Process of Drawing a simple box, Adding the UV Map and Breaking it up, then extracting the UVMap and using Photoshop to create a texture for it. read more...

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published 6 days, 17 hours ago, submitted by DigitalDuffman DigitalDuffman 6 days, 17 hours ago

krissteele.net — A simple way to show in your XNA game that an enemy has been hurt (but not killed) without having to create any additional frames of animation. read more...

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