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Delhanro

Play as over 100 heroes for free, right in your browser. This game is in the alpha stage and a lot of the graphics are currently placeholder graphics.TrailerClick here to play Delhanro for free in your...

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Windows API

Have had a hell of a time getting back into programming. Couldn't get any IDE or graphics library to work. Finally I have Code Blocks working, and am using the Windows API as my library. Am I way off...

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ENGINE SPECIALIST SERVICERS IN KUWAIT

Beginning with the Industrial Revolution era, a workshop may be a room, rooms or building which provides both the area and tools  that may be required for the manufacture or repair of manufactured...

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DESIGN YOUR PLACE WITH BEST DESIGNS

In our work we are endeavoring to join customs to give an in the current style contact. For the structures also concerning several crucial cutoff habitats inside works is particularly centrality , for...

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Everything You Need to Know About the Game-Consultant.com

The Game-Consultant.com has been in the gaming industry for so many years, which came into existence with a mission to provide consultancy to the shareholders, management, founders, and game...

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VEHICLE TRACKING

The arrangement of GPS relies for the most part upon practically identical ground-based radio-course systems, for instance, LORAN and the Decca Navigator, made in the mid 1940s.In 1955, Friedwardt...

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ASM variables

In the 32 bit assembler mode (protected mode) the variable size is dictated by the registers size (which in 32 bit mode is 32) i.e. like if you want to use large variables that will result in...

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Adventure SHMUP Solo Project made in Unreal Engine 4 (Still in progress)

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Displaying number of users active in a thread.

I think if a thread is an exchange between two persons chances are it`s a boring thread. The greater the number of people engaged in a thread the better chances are it`s a `hot` thread. Displaying...

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IDxcUtils::CreateDefaultIncludeHandler

Does someone know whether it is possible to pass an “include directory” compiler argument (e.g., “-I directory”) to the DirectX Shader Compiler when the default include handler is used (i.e....

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Barbarian Invasion

Isometric mobile game in TD style which i made with my friend in our free time) The project is done for educational purposes, we learn during the project, so there will inevitably be bugs and errors)...

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BI - Devblog[#5]

Hello everyone! This is the fifth part of our blog and today I will talk about new content that appeared in the game As I say in previous post, this week I was focused on adding content(towers, units)....

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Easy online games???

Hi everyone!I want to start creating my own games, but I had in mind doing very basic online board games (Monopoly, Risk, etc). Is it very dificult to do online games? even if they are very basic? Do I...

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Build Engine tutorials?

Hello! I know the engine is out of date. But Ion Fury is pretty fun!!!So I want try make a game of this. But I cant find tutorials or such things how make a game in Build engine.Thanks. 

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Link gamertag

Hello! I’m starting a companion app for Xbox, PS4, and switch I’m looking for a way to link the players gamertag or account to my app so that I can track their achievement, XP, and game results online....

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Unlock Audio Partners with Chicago’s Periscope Post & Audio

Unlock Audio Partners with Chicago’s Periscope Post & AudioNew Partnership Leverages Unlock Audio’s Holistic Expertise in Video Game AudioChicago’s Unlock Audio proudly announces a new partnership...

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Week #71 - Populating our world

It's alive !Back in the days, we were explaining how the world would be reacting to your game play, both in terms of difficulty and look. City will change visually depending how hard the level become...

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Week #71 - Populating our world

Nice! Love those “bum chins!” Hahaha! 🤣🤣🤣

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NightRose Dev Blog #7.5

Hello everyone! This post isn't so much of a dev blog as it is an announcement. I know I've been posting a lot of stuff, so from now on, I'll probably just be posting once a week. The exact day I post...

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Sample MSAA texture in shader

How do I read a MSAA texture in a compute shader? I don't want to access individual sub-samples. I just want to read the resolved pixel (w/o sampling if possible) and write back to the MSAA texture. OR...

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