View by

Posts by
  1. So they made you a lead; now what? (Part 1) ( Counting comments... )
  2. Data flow in a property centric game engine ( Counting comments... )
  3. Crafting Madness #1: Volufaketric Fog in Asylum ( Counting comments... )
  4. The Indie Content Problem ( Counting comments... )
  5. What Is In a Name? ( Counting comments... )
  6. Analyzing free-to-play games development: the Game / Team Clock ( Counting comments... )
  7. A Midnight Catharsis ( Counting comments... )
  8. Prototyping and Code Quality ( Counting comments... )
  9. Musical Dimensions: What Music Reveals About Your Game ( Counting comments... )
  10. ESports Experts Weigh In On Growing Opportunities ( Counting comments... )
  11. Need A Spot? ( Counting comments... )
  12. Game Designers are all on Steroids ( Counting comments... )
  13. "Unearthed: Trail of Ibn Battuta" game development analysis ( Counting comments... )
  14. How to Build an Indie Arcade Cabinet ( Counting comments... )
  15. Reading The Papers: Ludus Ex Machina ( Counting comments... )
  16. Reading The Papers: Exhausting ( Counting comments... )
  17. Avoid Resize()? ( Counting comments... )
  18. Roll-Your-Own Vector ( Counting comments... )
  19. Efficient Vectors of Vectors ( Counting comments... )
  20. Havok Physics: 4 tips you won’t find in the docs ( Counting comments... )
  21. Reading The Papers: Guaranteed Candy ( Counting comments... )
  22. Using STL Vectors ( Counting comments... )
  23. PRACTICE Makes Better: Self-Improvement Through Game Design ( Counting comments... )
  24. From Rags To Game Dev ( Counting comments... )
  25. The indie roadmap ( Counting comments... )
  26. Always Multiply Your Estimates by π ( Counting comments... )
  27. 4 Beginner Projects for Launching into Game Programming ( Counting comments... )
  28. OpenGL dumb mistakes: the mysterious Perfect Circular Hole ( Counting comments... )
  29. How to become a Graphics Programmer in the games industry ( Counting comments... )
  30. #gamedev Lead Quick Start Guide ( Counting comments... )
  31. You have failed ( Counting comments... )
  32. Easy Collaboration with Object URLs ( Counting comments... )
  33. iOS Open GL ES 2: Multiple objects at once ( Counting comments... )
  34. Honor Thy Player's Time ( Counting comments... )
  35. OpenGL ES 2: debugging, and improvements to VAO, VBO ( Counting comments... )
  36. Simplex Update #2: Unit-Testing ( Counting comments... )
  37. What's so great about Oculus Rift? ( Counting comments... )
  38. Wolfram's Mathematica 101 ( Counting comments... )
  39. OpenGL ES 2: Vertices, Shaders, and Geometry ( Counting comments... )
  40. How to Survive Working with Remote Collaborators ( Counting comments... )
  41. Accurate Collision Zoom for Cameras ( Counting comments... )
  42. Fixing the DirectX D3D debug layer ( Counting comments... )
  43. The Jones On Fire Postmortem: A Game In Five Acts ( Counting comments... )
  44. Scripted Network Debugging ( Counting comments... )
  45. Horrible Hansoft ( Counting comments... )
  46. The Karaoke Rules of Game Development ( Counting comments... )
  47. The Morality of Library Sound Design ( Counting comments... )
  48. OpenGL ES 2: How does it draw? ( Counting comments... )
  49. The technical interview ( Counting comments... )
  50. Git Off My Lawn - Large and Unmergable Assets ( Counting comments... )
  51. Accidental Journalism: Tracking Game Industry Layoffs with GameJobWatch.com ( Counting comments... )
  52. GLKit to the max: OpenGL ES 2.0 for iOS - Part 1: GLKit Features ( Counting comments... )
  53. Code Build Optimisation Part 4a - fatal error LNK1170 ( Counting comments... )
  54. The main loop in Devil's Attorney on Android ( Counting comments... )
  55. An introduction to: Go[lang] ( Counting comments... )
  56. Simplex Update #1: Extreme modularization with CMake and Git ( Counting comments... )
  57. Finding nearby stuff ( Counting comments... )
  58. Management Lessons from Dumbledore ( Counting comments... )
  59. Confessions of a failed indie developer ( Counting comments... )
  60. Git Off My Lawn – Develop 2013 ( Counting comments... )
  61. What documentation? ( Counting comments... )
  62. The Trouble with Tickets ( Counting comments... )
  63. Data-driven design with Unity 3d, Part 2 - Server design / API and assumptions ( Counting comments... )
  64. These Leadership Flaws Must Be Stopped Before They Eat Tokyo ( Counting comments... )
  65. Life can be better (part 3 of 3) ( Counting comments... )
  66. There's nothing like a tidy codebase ( Counting comments... )
  67. Creating powerful languages with Xtext ( Counting comments... )
  68. Accurately Reproducing Game Audio in the Playback Environment ( Counting comments... )
  69. AI War: First Four Years Postmortem (And By Extension Arcen History) ( Counting comments... )
  70. Gentle introduction to Google Analytics in Flash ( Counting comments... )
  71. The Simulation Dream ( Counting comments... )
  72. Data-driven design with Unity 3d, Part 1 - Brainstorms, Initial Requirements. ( Counting comments... )
  73. Understanding “It’s not what you know, it’s who you know.” ( Counting comments... )
  74. A project management view on IT vs. games ( Counting comments... )
  75. How a Recruiter Got My Phone Number ( Counting comments... )
  76. Opinion piece: Australian games industry social media culture ( Counting comments... )
  77. True Magic of Next Gen ( Counting comments... )
  78. Strattonian Gambit ( Counting comments... )
  79. Mobile game review sites are a waste of time ( Counting comments... )
  80. C/C++ Low Level Curriculum Part 12: Multiple Inheritance ( Counting comments... )
  81. Life can be better (part 2 of 3) ( Counting comments... )
  82. C/C++ Low Level Curriculum Part 11: Inheritance ( Counting comments... )
  83. Code Share: Source Censoring, Part 2 ( Counting comments... )
  84. "App Of The Day" type apps can help indies with app discovery ( Counting comments... )
  85. Life can be better (part 1 of 3) ( Counting comments... )
  86. A Fast, Type-safe & Minimal String Formatting Library, miniformat ( Counting comments... )
  87. Android piracy still sucks ( Counting comments... )
  88. Designing a game to behave in ways for which it was not designed ( Counting comments... )
  89. Designing "10000000" as a Free To Play Game ( Counting comments... )
  90. What is gimbal lock and why do we still have to worry about it? ( Counting comments... )
  91. Launch Day 2.0 ( Counting comments... )
  92. 30 Weeks of Game Development ( Counting comments... )
  93. A Bug in Object Replication and Message Reordering ( Counting comments... )
  94. Latency Mitigation Strategies ( Counting comments... )
  95. Why Lua? ( Counting comments... )
  96. Vexing puzzle design ( Counting comments... )
  97. Brewing Your Own Game Analytics Service ( Counting comments... )
  98. Garbage Collection and Memory Allocation Sizes ( Counting comments... )
  99. Implementing Voxel Cone Tracing ( Counting comments... )
  100. An update to Single Joystick ( Counting comments... )