The design and architecture of games
- Audio (0)
Sound playback and audio file decoding
3D rendering and image manipulation
Mathematical calculations and algorithms
Detecting collisions and locating impact points
- Physics (0)
Dynamics simulation in realtime
Algorithms to calculate random points on surfaces and in volumes
- Networking (0)
Multiplayer support and network access
Scripting languages and extendable applications
Tools used for software development, such as IDEs and makefile processors
Articles
Programming- Sub Categories
Creating Speaking Code - Temporary Booleans
Shows a technique that greatly extends readability without requiring comments and helps debug code at the same time.
Wiring Events to Signals/Slots with P/Invoke
Explains an elegant method to wire .NET events to signals of a native C++ signals/slots library like SigC++ using only P/Invoke.
Creating an XNA Build Agent for TeamCity
Explains how to set up a lightweight XNA build agent for the TeamCity Continuous Integration Server in a virtual machine, without installing XNA Game Studio Express or even an IDE at all.
Secrets of IDisposable
There have been some confusing articles around, telling people to always create destructors or to dispose of objects in the destructors. This guide tries to explain the details of IDisposable and how it is really meant to be used.
Volatile and Lock in Multithreading
Explains the threading problems which lock and volatile were invented to solve. Contains several code snippets illustrating the problems and presents the exact cause.
Setting up Visual C++ Express
Explains how to install Visual C++ 2005 Express and the Microsoft Platform SDK, which is required for windows game development and to compile any third party libraries you may might want to use.
Building a Better Plugin Architecture (C++)
Very simple yet powerful way to create dynamic and typesafe plugins for your C++ applications. Avoids error-prone downcasts, string lookups and shows a solution to versioning problems.
XNA Game Studio Express 1.0 on Vista
Explains how to properly install XNA Game Studio Express 1.0 on Windows Vista to get it working with all the bells as whistles, including the new project templates and the content pipeline.
Using XNA to Draw a Rotating Triangle
This tutorial teaches you how to draw a rotating triangle using the Microsoft XNA framework and the high-level Game class.
Using the Reference Rasterizer in XNA
Explains how you can use the reference rasterizer, a fully software-implemented Direct3D device that allows to validate your XNA application's rendering code or to run your application on systems without a shader-capable graphics card.
XNA GameComponents and GameServices
This article explains how the GameComponents and
GameServices concept works that is provided by the
XNA Game class.
How to Debug XNA GraphicsDevice Errors
Investigating exceptions thrown by the XNA GraphicsDevice class can become very cumbersome since the success of an operation often depends on many external factors. This article shows you how you can make Direct3D tell you exactly what went wrong and why.
Implementing Object Comparison
Explains how to best implement the object comparison operators in .NET classes for robustness and without code duplication.
XNA Game Loop Basics
Teaches you how a game loop works, the core of any game that keeps it running, updating the game world and displaying new frames on the screen.