Guerrilla Tool Development

 Posted by on 23 October 2009  Development, Programming  5 Responses »  Tagged with:
Oct 232009
 
Guerrilla Tool Development

I have a weak spot for cool game development tools. Not the IDE, or art or sound tools – I mean the level editors, AI construction tools – those that developers develop specifically for their games. Those that you know could help you multiply your content, and craft your game just a little bit better.

Easy Programming with Python

 Posted by on 5 August 2009  Programming  No Responses »  Tagged with: ,
Aug 052009
 
Easy Programming with Python

This article originally appeared on NAG Online. Code in Python, go to outer space. A simple process, really. Do you really, really want to become a game programmer? Do you really, really have no idea how to start? Try some Python! This easy and simple programming language is not just a great springboard for people [...]

May 282009
 
Getting More out of Seamless Tiles

We have used tiles to decorate our living spaces for more than 4000 years. Tiles have several properties that make them attractive for use: they can be mass-produced; they are easy to build with (because of their geometric properties); and combinations of tiles lead to a huge number of decorative options. Early game makers recognised [...]

May 032009
 
Poisson Disk Sampling

This article originally appeared in Dev.Mag Issue 21, released in March 2008. One way to populate large worlds with objects is to simply place objects on a grid, or randomly. While fast and easy to implement, both these methods result in unsatisfying worlds: either too regular or too messy. In this article we look at [...]

Apr 252009
 
How to Use Perlin Noise in Your Games

(Originally appeared in Dev.Mag Issue 20, released in February 2008.) Perlin noise is the foundation of many procedural texture and modelling algorithms. It can be used to create marble, wood, clouds, fire, and height maps for terrain. It is also very useful for tiling grids to simulate organic regions, and blending textures for interesting transitions. [...]

Apr 172009
 
Basic Collision Detection in 2D - Part 2

This article originally appeared in Dev.Mag Issue 29, released in February 2009. Last month we covered some of the very basic ways of testing whether object A hits object B. But, while the techniques we covered could quite likely take you very far, you’ll inevitably encounter a time when they simply aren’t enough. So this [...]

Apr 132009
 
Basic Collision Detection in 2D - Part 1

This article originally appeared in Dev.Mag Issue 28, released in January 2009. Almost every video game needs to respond to objects touching each other in some sense, a practice commonly known as collision detection. Whether it’s simply to prevent the player character from walking through the walls of your maze with a simple collision grid [...]