Manual, mipmapped atlas texture wrapping on lower-end mobiles (WebGL1/GLES 2)
Manual texture wrapping within atlas textures / tilemaps with mipmapping on mobiles without EXT_shader_texture_lod.
Game programming tutorials covering languages, algorithms, and techniques.
1428 tutorials
Manual texture wrapping within atlas textures / tilemaps with mipmapping on mobiles without EXT_shader_texture_lod.
Collision detection between a Capsule and a Line Segment and a Capsule and a Capsule. Prerequisite: Linear Algebra (Ve…
spriggan
Why is C# the language driving the production of thousands of indie games using Unity and custom engines all around the…
CodeQuest
In this video, I demonstrate how to detect collisions between a static sphere, planes, and polygons — a core concept in…
spriggan
if you’re diving into game development, Flappy Bird is basically the ‘hello world‘ of the gaming universe. It is the ul…
redapplelearning
The following is one of my lessons/labs in a class that I used to teach on programming animations. I hope that it will…
Automatic Tutorial Maker (ATM) for Unity is a tool that automates in-game tutorial creation by recording developer acti…
octanta_studio
This little article describes details of the buildings destruction system used in upcoming RTS game "The Scouring"
Kopavel
Saving and loading game data is a crucial feature for any game, as it allows players to continue their progress even af…
Summary of an alternate shadowing technique based on per-pixel linked lists.
Building a simple, pure, C-like ECS in JavaScript. For newbies to ECS; many tutorials out there are misleading when it …
I explain how to use FTGL in your Visual Studio project. My text class, font manager and string manager for multi-lingu…
spriggan
Comprehensive tutorial on utilizing finite state machines (FSMs) in Unity game development. It explains the concept of …
vionix
In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. So let's kick off with …
This series of articles could be treated as a project guide of the Cocos Cyberpunk that is intended to help you and sav…
How to implement a third person "over the shoulder" camera from scratch. These are engine agnostic mathematical mechani…
kev5
An article describing engine optimizations applied to the original game to get the performance levels high above the or…
_Vicious_
Most developers think they know how static batching truly works. But that’s a lie: they don’t.
Ruben Torres Bonet (The Gamedev Guru)
Here is a tutorial on how to create an U3D game with a playable first-person character and first-person camera, using t…
Inverse Kinematics (IK) is a technique used in game engines and animation software to control the movement of a charact…
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