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ElementCy
ElementCy
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Stories submitted by ElementCy
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published 22 days, 19 hours ago, submitted by
ElementCy
22 days, 19 hours ago
nickontech.com — Nick was sitting around playing all sorts of games in review and playtesting, as well as thinking of his own game, he figured he would gather his thoughts and write up a post on the things he thinks are important when making a game for Xbox LIVE Community Games. These are, of course, additions or elaborations on the things already present in the Best Practices guide and the Creating Great Community Games list. read more...
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category: XNA | Views: 40
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tags:
XNA | tag it
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published 26 days, 4 hours ago, submitted by
ElementCy
26 days, 4 hours ago
ziggyware.com — Matt Bettcher has a new article hosted on Ziggyware focusing on Using a Pool Memory Structure to Boost Performance in your XNA games. This technique is used to prevent excessive garbage collection that can bog your game down. read more...
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category: XNA | Views: 64
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tags:
Ziggyware, XNA | tag it
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published 26 days, 21 hours ago, submitted by
ElementCy
26 days, 22 hours ago
geekswithblogs.net — Chris Williams has posted his initial impressions on the XNA 3.0 Platformer Starter Kit. It posts that it doesn't come with as much media than say one from GarageGames for their TorqueX product, but does has nice features, and has a great price tag, FREE! read more...
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category: XNA | Views: 83
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tags:
XNA | tag it
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published 27 days ago, submitted by
ElementCy
27 days, 1 hour ago
ziggyware.com — MrLeebo has a new article online focusing on Language Localization using Method Extensions in XNA. This article covers how you could implement multiple languages in your games using a simple framework designed to be extendable and robust. read more...
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category: XNA | Views: 20
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tags:
Ziggyware, XNA, Localization | tag it
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published 27 days, 4 hours ago, submitted by
ElementCy
27 days, 6 hours ago
johnnygizmo.blogspot.com — JohnyGizmo thought he would talk about a pretty cool class in XNA called GameComponent and its child Class DrawableGameComponent. These classes are made to add components to your game in a modular way. A component is something that needs to update with your game. DrawableGameComponent inherits GameComponent and adds functionality so that the component is also drawn at proper times as well. You could actually re-design our GameObject class as a DrawableGameComponent or at least inherit a class from DrawableGameComponent to give us the added functionality. Now from his reading, it seems that a lot of people think GameComponents are are really aimed at single game objects like a tank, but to add a TankManager class that would deal with the updating and drawing of all the tank objects in our game. But it certainly doesn't hurt to learn the type in an easy way. read more...
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category: XNA | Views: 36
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tags:
XNA | tag it
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published 27 days, 3 hours ago, submitted by
ElementCy
27 days, 6 hours ago
aigamedev.com — Most commercial games have their own object / attribute system. From one engine to another, these frameworks provides more or less features depending on the style of C++ that’s used. In general, the job of an object / attribute system is to provide a variety of features which help building the rest of the game code on top. read more...
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category: C++ | Views: 68
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tags:
AIGameDev.com, C++ | tag it
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published 27 days, 2 hours ago, submitted by
ElementCy
27 days, 6 hours ago
ogre3d.org — Following a period of 'bedding in' as a Release Candidate, we've now released OGRE v1.6 as the new, official stable version for all users. Here's a reminder of the main new feature points in v1.6 over v1.4:
* New more powerful script compilers
* Geometry shaders in OpenGL
* Antialiasing on render textures as well as windows
* sRGB gamma correction
* Alpha to coverage support
* New 'Portal Connected Zone' SceneManager
* Parallel-Split Shadow Map support
* Improved tangent generation
* Skeletal blend masks
* New background loading options
* Custom memory allocator support read more...
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tags:
OGRE, Engine | tag it
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published 27 days, 1 hour ago, submitted by
ElementCy
27 days, 6 hours ago
gamasutra.com — Veteran designer Pascal Luban (Splinter Cell: Chaos Theory) continues his series on the "megatrends" of the gaming industry, taking on accessibility and games as a teaching tool in this installment. read more...
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category: Game Design | Views: 23
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tags:
Gamasutra, design | tag it
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published 27 days, 6 hours ago, submitted by
ElementCy
27 days, 6 hours ago
gamasutra.com — In this sponsored feature, part of Gamasutra's XNA microsite, Microsoft's Hawkins presents a comprehensive overview of Xbox Live Community Games, which uses XNA Creators Club and a peer-reviewed submission process to allow indies to put their games onto Xbox 360, starting on November 19th. read more...
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category: XNA | Views: 10
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tags:
XNA, XBLCG, Gamasutra | tag it
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published 28 days, 23 hours ago, submitted by
ElementCy
28 days, 23 hours ago
emergent.net — Emergent Game Technologies is proud to announce Gamebryo™ 2.6, the world’s most flexible game development framework. This release solidifies Gamebryo’s leading position as the only true cross-platform, multi-genre, any-core game engine. Gamebryo supports all of today’s most popular targets – including capabilities for the Wii that are available nowhere else. read more...
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tags:
Gamebryo, 3rdparty | tag it
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published 29 days, 3 hours ago, submitted by
ElementCy
29 days, 4 hours ago
gamasutra.com — As Valve re-releases an update of Portal for Xbox Live Arcade, Gamasutra is proud to present a Game Developer magazine-reprinted article by the creators of the 2007 Game Developers Choice awards' Game Of The Year, discussing the creation of the GlaDOS-domineered cerebral action-puzzler. This article originally appeared in the January 2008 issue of Game Developer magazine. read more...
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category: Game Design | Views: 13
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tags:
Valve, Gamasutra, design | tag it
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published 29 days, 2 hours ago, submitted by
ElementCy
29 days, 4 hours ago
gamasutra.com — In this Intel-sponsored feature article, the Austin-based independent developer Tandem Games explains the optimization and development support that they received from being part of the Intel Software Partner Program. read more...
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tags:
Gamasutra, industrynews | tag it
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published 29 days, 4 hours ago, submitted by
ElementCy
29 days, 5 hours ago
johnnygizmo.blogspot.com — Sometimes you need to create a an effect like smoke or an explosion. This is when you can turn to a particle system. You can think of a particle system as an emitter. It emits points on given velocities, and each of those points has a lifetime. Once that lifetime is over they are no longer updated or drawn. This example by JohnnyGizmo will be a simple "fountain". read more...
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category: XNA | Views: 57
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tags:
XNA, ParticleSystem | tag it
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published 29 days, 5 hours ago, submitted by
ElementCy
29 days, 5 hours ago
gamasutra.com — In this powerful analysis, game designer Daniel Cook considers the role of themes, from pirates to princesses, in game development, asking why games seem so limited in that area compared to film and literature -- and laying out some possible answers. read more...
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category: Game Design | Views: 15
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tags:
Gamasutra, design | tag it
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published 29 days ago, submitted by
ElementCy
29 days, 5 hours ago
gamasutra.com — A new study led by Iowa State University has concluded that violent video games do have a negative effect on children, with test cases examined in both the U.S. and Japan. read more...
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tags:
violence, Gamasutra, industrynews | tag it
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