NVIDIA Gamefest Presentation Slides Now Online
Categories: Game Development, Microsoft DirectX Tags: 3d graphics programming, directx 11, displaced subdivision surface, game development, game technology, gamedev, gamefest, Microsoft DirectX, tesselation

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Pygame 1.8.1 released
Categories: Game Development, Python Tags: game development, game programming, gamedev, pygame, python, sdl

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Beginning Game Programming
Categories: Programming Tags: c++, game development, game programming, gamedev, newbies, sdl
Here is a pack of tutorials to help programmers start out in game programming. These tutorials use C++ and SDL.
Link: game programming tutorials.
Ca3D 8.08 – OpenGL 3D Graphics Engine
Categories: 3D Engines, OpenGL, Programming, SDK Tags: 3d engine, 3d graphics, c++, ca3d engine, game development, gamedev, opengl, Programming

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Bullet 2.70 Physics SDK Released
Categories: SDK Tags: bullet, dynamics, game development, gamedev, physics, Programming, rigid body, sdk, soft bodies
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Hardware of the Casual Gamer
Categories: Graphics Cards, Industry News, Video Games Tags: casual gamer, game development, gamedev, hardware survey, unity 3d, video game
Unity3D has publihed the result of their hardware survey. Unity3D targets the casual gamer and here are some pictures about what is graphics card of the casual gamer:


Casual gamers are really not interested to performance since around 3% of them haven’t graphics drivers… Most of the graphics cards are integrated chipsets (Intel, S3) and the first decent graphics card is the GeForce 8600 with is ranked 15.
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via drawlogic
Shark 3D v5.3
Categories: Programming, Video Games Tags: console, game development, gamedev, middleware, shark 3d, shark3d, video game

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World Machine 2: Next-Gen Terrain Modeling
Categories: 3D, Modeling Tags: game development, gamedev, terrain generation, terrain modeling, World Machine 2
World Machine 2 is a complete terrain generation solution for artists, game developers, visual effects studios and other visualization professionals.
Download the Basic Edition (free) HERE.


John Carmack Loves its iPhone
Categories: Programming, Video Games Tags: doom, game development, gamedev, iphone, john carmack, mobile, quake, video game
John Carmack loves his iPhone and wants to make a game for that device that would be a graphical tour de force (I like this kind of french expressions in english sentences). I guess, given the limited hardware features of the iPhone, Carmack likes this kind of challenge. So let’s prepare for the next accelerometer-controlled Doom-like…
Read more HERE, HERE and HERE.


Related links:
- Carmack says iPhone is “more powerful than a Nintendo DS and PSP combined”
NVIDIA Scene Graph (NVSG) 4.0.6.0.7 Update
Categories: 3D Engines, OpenGL, Programming, SDK Tags: 3d graphics, collada, game development, gamedev, graphics programming, NVIDIA Scene Graph, nvsg, opengl, scene graph

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Unity 2.1
Categories: Game Development, Softwares Tags: game development, gamedev, graphics programming, unity 2.1, unity 3d

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Unreal Engine 4 for Next-Gen Consoles
Categories: 3D Engines, SDK, Video Games Tags: 3d engine, game development, gamedev, Programming, unreal engine 4, video game

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DirectX 9 to DirectX 11, where did 10 go?
Categories: Microsoft DirectX, Programming Tags: 3d graphics, compute shader, cuda, directx 11, directx 9, game development, gamedev, graphics programming, multi-threaded rendering, shader model 5.0
Here is an analysis, by a game developer called Susheel, of the new things that DirectX 11 will bring.
Read the complete analysis HERE.
What is really interesting to see is the emergence of what Microsoft terms as the Compute Shader, no doubt a marketing speak for GPGPU which they claim will allow the GPU, with it’s awesome power to be used for more than just graphics, which smells like CUDA (Compute Unified Device Architecture) to me.
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Issues like multi-threaded rendering/resource handling are things that were long time coming and yes, it’s a good thing we will finally see them in the newer version. It just makes my job as a game developer a whole lot easier. Most details on Shader Model 5.0 are pretty sketchy, so I won’t go into things like shader length and function recursion. However, I hope such issues are addressed satisfactorily in the newer shader model.
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Microsoft is still fixated on releasing version 11 only for Vista, so don’t expect your XP machines to ever run DirectX 11 even if you buy brand new hardware.
OpenGL Bootcamp at the Big Nerd Ranch October 2008
Categories: OpenGL Tags: game development, gamedev, graphics programming, opengl, opengl bootcamp
Big Nerd Ranch announces the October 2008 session of OpenGL Bootcamp. This intensive 5-day training course will arm you with the knowledge to make your 2D and 3D visualizations fly! As problem sets explode in complexity, radical gains in performance have resulted from moving traditional graphics processing from the CPU to graphics hardware. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. By taking full advantage of hardware acceleration, shaders, blending, textures and video we’ll help you get the most out of your data. Learn how OpenGL works, what functionality it does and does not provide, various optimization methods for both static and dynamic data, and much more. The course will provide libraries and frameworks for abstracting the operating system and allowing the student to focus solely on learning OpenGL.
Read more HERE.

[via]
Practical Fluid Dynamics: Part 2
Categories: Programming Tags: dynamics, fluid, gamedev, graphics programming, simulation game development, smoke
Following up his popular recent article, Neversoft co-founder Mick West explains the technical details – including source code – of creating dynamic fluid systems such as smoke for video games.
Read the part 2 HERE.













