How to Structure a Game

Basic game structure is a topic that many people have trouble with, yet it somehow gets overlooked. In this lesson, I will show you exactly how to set up and structure code for commercial games. Direct vs. Component-based Programming Although the component-based script system Leadwerks supports is a convenient way...

Posted by on 2 May 2013 | 9:03 pm

Simplygon 5.0 is Now Available

Donya Labs has released Simplygon 5.0, which incorporates a number of new features that further automate the optimization process for digital assets. Simplygon has been developed to automate polygon decimation and 3D optimization, and streamline the production pipeline for video games, digital media and visual effects where 3D assets are...

Posted by on 19 April 2013 | 12:48 pm

Leadwerks 3 Brings Native Code to Mobile Games

Leadwerks Software announced today the release of Leadwerks 3, their new development platform for building mobile games with native code.  Based on the technology developed for their successful game engine for PC, Leadwerks 3 brings a totally new approach to mobile game development. While environments such as Unity and MonoDevelop...

Posted by on 15 April 2013 | 12:34 pm

14-year-old Game Developer to Watch, Shows We're Never Too Young

Maximillian Polhill, 14, a self-taught game developer recently launched Stellar Alien, a new physics-based, arcade-style adventure game. Polhill is the Game Designer, Game Developer, and Game Artist of his Phoenix-area, one-person game development studio Xavier Games. His game, written completely in JavaScript along with new HTML5 technologies, has a free...

Posted by on 9 April 2013 | 5:24 pm

Complicated one man project

Recently in the net I stumbled upon a man from Chicago that was undertaking a project that really blew my mind. The guy's name is John Gosling, and he is an indie game developer. His new game is called Net Gain, and it is a cyberpunk strategy game where you...

Posted by on 19 March 2013 | 9:00 am

New Features added to MegaFiers for Unity

We have done a quick video showing some of the features of the MegaFiers Mesh animation, deformation and morphing system for Unity. The systems comes with over 40 modifiers and 16 space warps such twist, bend, FFD etc as well as a point cache animation system and an advanced Morphing...

Posted by on 13 March 2013 | 11:09 am

Geomerics to Bring Next-Generation Lighting to Sony Computer Entertainment’s PlayStation®4

Cambridge, UK – March 7, 2013 – Geomerics, the leading lighting technology company in the video game industry, today announced its support for Sony Computer Entertainment’s newly announced PlayStation®4. Enlighten is now available to developers working on PlayStation®4 titles, bringing real-time global illumination to the next generation of games. Enlighten...

Posted by on 7 March 2013 | 8:22 am

KGE 0.0.7 released, Deferred shading

Kochol Game Engine 0.0.7 released. It has more than 1.5 MB of source code now. I ported the source code of engine to git repository on sourceforge.net because the git can let me to release stable versions more quickly by using the amazing branching system of git the master branch...

Posted by on 24 February 2013 | 2:06 am

Accessing Microsoft Windows 8 Desktop Sensors

Introduction This sample demonstrates how Windows 8 Desktop applications can use the sensors that are available in Intel® Ultrabook™ PCs and tablets. The sample consists of two projects, the Sensor Manager and Windows Sensors. The Sensor Manager library is an interface to get the required data from the sensors. It...

Posted by on 24 January 2013 | 4:00 pm

CopperCube 4 Released, includes Android support

CopperCube, the editor for creating 3D apps and games has been released today in version 4.0. It now includes the possibity to also generate Android apps, and has Particle System support. Without programming, you can create 3D games, model viewers, architectural visualizations and similar with this editor. You can create...

Posted by on 24 January 2013 | 2:55 am

Torque 3D MIT 2.0 - GarageGames Crowdsources Linux Support

Back on September 20, 2012, GarageGames launched the MIT licensed version of Torque 3D on GitHub. This was based on the T3D 1.2 commercial version with some changes to accommodate the MIT license. Since that time the GitHub repo had 800 people star and 300 people fork the open source...

Posted by on 20 December 2012 | 2:56 pm

3DS Max Terrain Plugin released.

The Terrain plugin for 3DS Max allows you to generate landscapes from real world elevation data in a couple of clicks. The plugin makes use of DEM data that is available freely on-line but instead of you having to locate the right DEM file for your needs, patching them together...

Posted by on 15 December 2012 | 8:59 am

Leadwerks 3 begins closed beta test

Leadwerks 3 is a new game engine purpose-built for mobile. By building the entire platform on pure native code, Leadwerks aims to bring a new level of performance and flexibility to 3D mobile games. After two years of development, the team is now beginning a closed beta test. Select members...

Posted by on 15 November 2012 | 1:27 pm

First Alpha Release of AredEd 0.0.2

I'd like to announce the very first release of AresEd. Before getting too excited however I'd like to warn everyone that this is still an alpha release. It is far from a finished product and there are many known (and very likely unknown) bugs. It is also not feature complete....

Posted by on 12 November 2012 | 7:30 am

NeoAxis 3D Game Engine 1.3 Upcoming Features

NeoAxis Group announces the upcoming release of NeoAxis 3D Game Engine version 1.3, which should took place before the end of 2012. NeoAxis Engine 1.3 New Features Screen Space Ambient Occlusion (SSAO) — NeoAxis 1.3 will get support for SSAO effect. Screen Space Ambient Occlusion is a real-time rendering technique...

Posted by on 4 November 2012 | 6:52 pm

A new series of OpenGL ES 2.0 tutorials for iOS is available for download

I have started a new series of OpenGLES 2.0 tutorials for iOS that is available for download on the following link: http://www.virtual-vision.net/4.html The tutorials cover the following subjects: - Asset import using Assimp. - Gpu Skinning. - Bump Mapping. - Quaternion camera movement. - Fog. - SkyBox. -Water Reflections. The...

Posted by on 14 October 2012 | 4:01 am

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