Game Development Community

dev|Pro Game Development Curriculum

GDNet: Weekend Reading

by Drew -Gaiiden- Sikora · 03/13/2009 (11:21 am) · 0 comments

Thanks to all who participated in the poll last week. If you want, the results are here along with some explanation by me regarding some of the results given in the "Other" field. I said I would be using the data starting this week and while it looks like I trimmed up the number of entries included, it was actually just a slow week, and I only passed over like 2-3 journals. However it's all good stuff, so dig in!

Journal Land Pick of the Week

DruinkJournal - Evil Steve has completed and published the 4th article in his series on DirectX 9 D3D, and it covers index buffers, creating a depth buffer, and applying a texture and diffuse colour to a cube spinning in 3 axes

From the Staff

* Gaiiden's Scroll - in this week's sitrep, Gaiiden talks about checking up on all the moderators we have running around these days, recording some more book audio excerpts, leveraging the new facelift to the GDNet Facebook page, new reources and new events

Project Updates

* Journal of Journaling - nordwindranger spends some time tweaking the squad combat in his WWII game, adjusting bullet speeds and optimizing for good framerate

* Memoirs of a Graphics Engine - jochenstier has a couple of updates on his Geist3D engine; link to a full image/video gallery, new networking code, planet rendering, collision detection and game mechanics

* Trapper Zoid's Trapper Keeper - As highlighted last week, Trapper Zoid is working on experimental game prototypes and he's started his first project, suitably codenamed Project Protos. Set for one-week dev time in Flash CS3 (for Flash 9), it's a turret based arcade game along the lines of Missile Command or Paratrooper. Read on for entries later in the week on Protos as well

* Happenings with VBStrider and Crew - this week's newsletter includes: an update to Stick Adventures Online has been pushed out, bringing it to v1.2.0; Loradon 3.0 progress is down to 53% with the addition of new assets; the community members celebrate some birthdays

* Under a ShadowyTree - Black Knight has released a new build of Dark Age, bringing it up to v0.4.603. Full changelog in the entry

* Journal of Genesis : Origins - vetroXL has implemented Parallel Split Shadow Maps in his engine to replace Cascaded Shadow Maps, he shares the NVidia GPU Gems3 article that he used to figure out the implementation, and has a video of the result.

* Level-Grind Online - JWalsh has picked a Lead Story Writer for Level-Grind Online and has been posting up some awesome concept art of various game classes (check the 7th for more). He also reveals a few design details.

* Metaphorical Journeys of Happenstance - Ravuya has a particle system working in Afterglow and immediately put it to use for flinging spent shell casings around the map. That's what I would have done. With a gatling gun.

* Journal of matt_j - matt_j has put up for download a test release for Demo 4 of his VRTank project

* Journal of zedz - zedz has another new version of his shootemup game Captain Courgette up for download, with a few gameplay tweaks

* Chronicles of the Hieroglyph - Jason Z has implemented a second window for his engine that allows the user to input script commands during runtime rather than, say, a pull-down console.

Game Dev Stuffs

* Journal of dbaumgart - dbaumgart takes you through the process of creating art for a game, using one of his latest projects as an example. He goes over the UI, ships and painting. It's fairly high-level but still informative - it's not like he has time to write a book on it!

* On the path with a ramblin' man - jollyjeffers was at the Microsoft campus last week for the DirectX MVP summit and took one Q&A session to grill one of the DX designers on tesselation. He walked away with a large 11-item list of newly acquired tesselation knowledge and shares it with you all. Check later on in the week as he starts to apply his newfound knowledge - he also plans a full article when he has time.

* Under a ShadowyTree - Black Knight figures out how to continue drawing to a D3D window while resizing so you don't lose your game screen during resize or get a nasty flickering when in windowed mode

Greetings and salutations to new Journal Land citizen ZootSuitJeff!