In game development (or programming in general) it’s not uncommon to have a situation where you’d like to let a user enter an arithmetic formula that your code parses and evaluates. For example, in a shader you might like to have an annotation that specifies how a parameter is to... Read more »
Latest Game Development Articles
Introduction to Fluid Dynamics
by Michael GourlayBrought to you by the Intel® Visual Computing Developer Community Introduction to Fluid Dynamics Video games appeal to our desire to explore and interact with our environment, and adding real-world phenomena-such as fluid motion-allows game developers to create immersive and fun virtual worlds. Recently, physical simulations have become more realistic,... Read more »
Introduction to C++ with Game Development: Part 10, Arrays
by IGAD of NHTV UniversityIn this tutorial, we're going to look at one of the most common and easy ways to keep track of "things" in C++. Arrays are a simple way of keeping data in order so that it can be accessed and changed using a simple variable called an index. Getting the... Read more »
Introduction to C++ with Game Development: Part 9, Colors
by IGAD of NHTV UniversityIn this article we will return to the numbers that represent colors, as demonstrated in the second installment of this series. This can only be done through the wonderful world of bit magic, which is by the way a very nice place to be, so we will explore it thoroughly.... Read more »
Introduction to C++ with Game Development: Part 8, Memory Addresses and Pointers
by IGAD of NHTV UniversityOne of the harder concepts in C++ is the concept of pointers. Pointers have everything to do with the very nature of the language: C++ gets you pretty close to the hardware you are working with, and one of the most important parts of that hardware is memory. Your system... Read more »
Introduction to C++ with Game Development: Part 7, Debugging
by IGAD of NHTV UniversityIn this tutorial, we're going to look at how you can stop and start your code to see what it is doing as well as view some variables and values. This is a process called debugging, it can be a complex process but we'll stick with the basics of breakpoints,... Read more »
Introduction to C++ with Game Development: Part 6, Float numbers
by IGAD of NHTV UniversityIn this tutorial, we're going to look at how you can get the computer to calculate with decimal values (numbers like 3.14), instead of only integral values (numbers like 3). Getting the stuff you need As with the last tutorial, we'll use the template again. Extract the package to a... Read more »
Introduction to C++ with Game Development: Part 5, Conditions
by IGAD of NHTV UniversityThis tutorial is about the condition commands C/C++ has which allow you to make important decisions that can help you to control the way your program flows. You already did some of these conditions when you did loops without realizing it, so this is just a cool way to make... Read more »
Introduction to C++ with Game Development: Part 4, Loops
by IGAD of NHTV UniversityThis tutorial is about two things: sprites and loops. Sprites will get you on your way to making interesting stuff move on the screen, whereas loops will help you write less code to do more. On with the show! Getting the stuff you need As with the last tutorial, we’ll... Read more »
Introduction to C++ with Game Development: Part 3, Variables
by IGAD of NHTV UniversityThe previous tutorial introduced you to the project template. You can now draw some lines and print some text in all kinds of colors, but that's clearly far from the goal of making actual games, where bullets wizz past in glorious 3D and enemies flank you in the smartest ways.... Read more »
Introduction to C++ with Game Development: Part 2, Project Template
by IGAD of NHTV UniversityAs you noticed in the first article, setting up a project in Visual Studio can be quite a task. And we didn't (nearly) touch all the settings that you can adjust for a project either. To make your life a bit easier, we will use a project template from now... Read more »
Introduction to C++ with Game Development: Part 1, Intro
by IGAD of NHTV UniversityWelcome to the first article of Learning C++ tutorial series, provided by the IGAD program of the NHTV University! These tutorials are designed to take you from zero to block 3 entry level of IGAD's program in a somewhat smooth fashion. We start at the absolute basics: all that you... Read more »
OK, this is it: The 7th installment of the ray tracing tutorial series. Over the last few weeks I worked very hard to improve the speed of the ray tracer, and I am quite proud of the results: Render times for the scene in article 4 (you know, the sphere... Read more »
Welcome to the sixth installment of my ray tracing column. This time I would like to fix some things that I left out earlier: Texturing and a camera. Before I proceed I would first like to correct an error in the previous article. Some readers (Bramz, Thomas de Bodt) pointed... Read more »
Raytracing: Theory & Implementation Part 5, Soft Shadows
by Jacco BikkerIt's time to do something useful with the new speed that the regular grid brought us. Ray tracing speed is just like money: You always spend twice the amount you actually have. :) One of the finest things to spend it on is soft shadows. They are reasonably easy to... Read more »
Raytracing: Theory & Implementation Part 4, Spatial Subdivisions
by Jacco BikkerThe last scene from the previous article (the one with the sphere grid to show off the new refraction code) took almost 9 seconds to render on my pimpy 1.7Ghz Toshiba laptop with 1600x1200 screen (I know resolution has nothing to do with it, but I thought I would mention... Read more »
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