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{ Category Archives } Game Programming

Microsoft’s Donnybrook: An Experimental Game Networking Architecture

This is cool stuff. Microsoft Research is working on a project, currently called Donnybrook, which will allow network-efficient and responsive MMO deathmatch games. The system adjusts the number of player updates a player receives based upon which player(s) he is focused on. So if you have two particular players in your viewframe, you will receive […]

Arc 2D Game Library

If you think you might be interested in giving D a spin for game development, and I highly recommend it, Clay Smith has released a new alpha version of his Arc library. More info and relevant links on my D blog post.
Technorati Tags: D Programming Language, game programming, game development, 2D graphics, game tools

OpenGL Font Rendering Done Right

Tomasz “h3r3tic” Stachowiak has put together a brief, but useful, tutorial on rendering text in OpenGL with FreeType. A lot of people use the old technique of generating a font bitmap and loading it into display lists. h3r3tic calls this method “stupid,” and rightly so. If you want to learn how to get prettily rendered […]

Devlog: Looking at a Component Architecture

Some time back in 2001 or so, Scott Bilas of Gas Powered Games made a post to the sweng-gamedev mailing list describing the game object system his team had implemented in their game, Dungeon Seige. The GPG guys had ditched the traditional object inheritance tree hierarchy for a more flexible component-based system. The ensuing discussion […]

KGC2006 - Neil Trevett Keynote

I never did get around to posting details about the sessions I attended on Day 2 of last year’s Korea Games Conference. I was just Googling around, looking for any info about this year’s conference (none I can find yet) when I found that the slides from the Day 2 keynote are available for download […]