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flipcode News Archives for 2012

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Friday, December 28th 2012
The Daily Flip
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tasty links:
  • PolyVox 0.2.1 Released
  • Real-time GPU Path Tracing: Physics Dragons
  • Dynamically Melting Snow
  • (vfx show): Visual Effects In The Hobbit
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    Thursday, December 27th 2012
    The Daily Flip
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    There's a new Image of the Day online, submitted by Jacco Bikker.

    tasty links:
  • Game Timers: Issues And Solutions
  • I3D 2013 Contents Now Available
  • Water Drop 2a - Dynamic Rain And Its Effects
  • A Cliffside Cliffhanger
  • OpenGL Samples Pack (Updated)
  • What Every Programmer Should Know
  • Napier's Mnemonic (Spherical Trig)
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    Friday, December 21st 2012
    The Daily Flip
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    tasty links:
  • Easy Binary Compatible Interfaces Across Compilers in C++
  • OpenNI Launches New Platform & SDK
  • amgcl: An Accelerated Algebraic Multigrid for C++
  • (WebGL) Fluid Dynamics Based On Navier Stokes Equations
  • 3D Display That Tracks Your Head For A True Holographic Effect
  • Snowball Earth's Melting Effects
  • GarageGames - IndieGoGo Campaign to Port Torque 3D to Linux
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    Thursday, December 20th 2012
    The Daily Flip
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    tasty links:
  • Space-efficient Resizable Arrays
  • An Interactive Guide To The Fourier Transform
  • Whose Bug Is This Anyway?!?
  • Valve Rolls Out Public Steam Linux Beta
  • 3D Display That Tracks Your Head For A True Holographic Effect
  • SIGGRAPH Asia OpenGL Presentations Available
  • Finding and Fixing a Five Second Stall
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    Tuesday, December 18th 2012
    The Daily Flip
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    tasty links:
  • rCUDA 4.0 Released
  • Far Cry 3: Digital Survivors
  • Photorealistic Head With Octane Render
  • Modern OpenGL 03 - Matrices, Depth Buffering, Animation
  • Kickstarter Games Are Getting More Funding Than Ever
  • Fun With Tuples - std::tuple
  • Simple Html5 Game Using Box2D In Javascript
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    Friday, December 14th 2012
    The Daily Flip
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    tasty links:
  • Seven Habits Of Highly Effective Programmers
  • WebGL Pathtracing - Xmas Competition
  • Unity/Photoshop: Creating High Quality Diffusion And Normal Map
  • Dynamic Field of View
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    Thursday, December 13th 2012
    The Daily Flip
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    tasty links:
  • Art of War: Animating Realistic Sword Combat
  • Handling Orientation In A Windows Phone 8 Game
  • Working As A Software Developer
  • Static Libraries and Plugins: Global Pain
  • 5 Tips for Creating a Better Tutorial
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    Wednesday, December 12th 2012
    The Daily Flip
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    tasty links:
  • Real-time GPU Path Tracing: Unbiased Cab City WIP 1
  • Assassin's Creed III: The Tech Behind (Or Beneath) The Action
  • The Witness: Mapping the Island's Walkable Surfaces
  • British Researchers Claim They Can Kill The Pixel Within Five Years
  • dlib C++ library
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    Tuesday, December 11th 2012
    The Daily Flip
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    tasty links:
  • Four Meditations On Bad Design Decisions
  • Water Drop 1 - Observe Rainy World
  • Oculus Rift Boss On The Key VR Dev Challenges
  • Registration For C++Now 2013 Is Now Open
  • A Word On Matrices
  • Andrei Alexandrescu - Systematic Error Handling in C++
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    Monday, December 10th 2012
    The Daily Flip
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    tasty links:
  • Neural Networks and the Backpropagation Algorithm
  • Game Post Mortem: Hard Vacuum
  • Boxel: Android Source Code Now Available
  • Unicode And Your Application (4 of n) : Input Files
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    Friday, December 7th 2012
    The Daily Flip
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    tasty links:
  • A Visual History of Genres and Platforms
  • Introducing The cocos2d Multi-Platform Toolchain
  • Path Tracing: Unbiased Dragon Fiesta
  • Upcoming Broadcast: Procedural Generation in Ski Safari
  • 3D Grapher: a WebGL App to Draw 3D Surfaces
  • Oriented Particles Christmas Card
  • More Money From Your Mobile Game For $0, Part 2
  • Using KHR_debug (Instead of ARB_debug_output)
  • Atomic Counter Tutorial Update
  • High-Level Storytelling Design
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    Tuesday, December 4th 2012
    The Daily Flip
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    tasty links:
  • Graphics Codex Version 1.7 Released
  • Introduction to Lighting in Games
  • AMD CodeXL 1.0: Final Release (Bolt Preview)
  • Adobe Launches Flash Developer Tools
  • [Slides] Relic's FX System
  • GLSL Core Tutorial - Subroutines & New Example
  • C++ benchmark - std::vector VS std::list VS std::deque
  • GPU Startup Story: Fuzzy Logix Brings Clarity to Analytics
  • Perspective: "Why C++ Is Not 'Back'"
  • The Future Of Mobile Games, According To Gree
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    Monday, December 3rd 2012
    The Daily Flip
        1 Comment


    tasty links:
  • Garbage Collection Thoughts
  • ViennaCL 1.4.0 with CUDA, OpenCL and OpenMP support
  • New 3DMark Trailer Shows Future of DirectX 11 Games
  • Molecular Matters: Game Connection Paris Slides
  • Ouya Dev Kits To Ship This Month
  • Modern OpenGL 02 - Textures
  • ChaiScript 5.2.0 and 4.2.0 Released
  • GDC China 2012 Keynote: How Games Think
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    Friday, November 30th 2012
    The Daily Flip
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    tasty links:
  • Introduction to Modern C++ Techniques
  • The 9 Common Mistakes Every Indie Game Studio Should Avoid
  • Khronos Releases Significant OpenCL 1.2 Specification Update
  • The Indie Marketing Plan
  • Making Games With Box2dWeb
  • CLOUDS Interactive Documentary - Exploring Creativity Through Code
  • Report: New Xbox Arriving In 2013
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    Wednesday, November 28th 2012
    The Daily Flip
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    tasty links:
  • Maximizing Depth Buffer Range And Precision
  • Conway's Game of Life for Curved Surfaces (Part 2)
  • HeroEngine 2 Goes Live
  • The Best Graphics Cards: Nvidia vs. AMD Current-Gen Comparison
  • Programming NV_path_rendering
  • Saving the World from Polygons
  • Analytical Programming: Punched Cards
  • Debugging Direct3D Programs: A Taxonomy Of Error Conditions
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Tuesday, November 27th 2012
    The Daily Flip
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    tasty links:
  • Visual Studio 2012 Update 1 Now Available
  • Interfaces, An Interview with Michael Wahrman
  • C++ benchmark - std::vector VS std::list
  • Dissecting The Empty Windows Phone Direct3D App Template
  • Source Code and Title Update for BFG Edition
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    Monday, November 26th 2012
    The Daily Flip
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    tasty links:
  • Precomputed Node Sorting In BV-tree Traversal
  • "Why C++" Interview With Herb Sutter
  • Analytical Programming
  • WebGL Tutorial: Optimizing Data Transfer
  • Particle Systems From the Ground Up
  • Waterfall Game Development Done Right
  • Minecraft: Pi Edition Aims To Encourage Young People To Code
  • GLSL Core Tutorial Update
  • MakeGamesWithUs Breeds Next Generation Of Gaming Prodigies
  • Life Of An Instruction In LLVM
  • A Formal Language For Data Definitions
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Monday, November 19th 2012
    The Daily Flip
        1 Comment


    tasty links:
  • View Frustum Culling of Sphere-mapped Terrain
  • SSD Height-Based Fade-Out Effect
  • Conway's Game of Life for Curved Surfaces (Part 1)
  • Unicode And Your Application (3 of n)
  • Deferred Weirdness: When Not to be Linear
  • Leap Forward In Brain-Controlled Computer Cursors
  • ChaiScript 5.1.0 And 4.1.1 Released
  • OpenGL Mathematics (GLM) 0.9.4.0 Release
  • An Introduction To Immersive Virtual Reality (Update)
  • When Players Make the Rules: On Memes and the Meta-Game
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    Friday, November 16th 2012
    The Daily Flip
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    tasty links:
  • Infinity - Atmospheric Scattering
  • DOM Sprites: A Viable Alternative to Canvas
  • Shaderific Version 2.4 Now Available
  • New Thoughts On AA And Stuff
  • Deferred Lighting: Stenciling Is Not A Win
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    Thursday, November 15th 2012
    The Daily Flip
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    tasty links:
  • Converting Textures To .dds
  • Anatomy Of A Business Mistake
  • Unicode And Your Application (2 of n)
  • OpenGL Notes #2: Texture Bind Performance
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    Wednesday, November 14th 2012
    The Daily Flip
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    tasty links:
  • Capture The Flag AI Competition
  • Molyneux To Indies: Don't Be Afraid To Experiment
  • Ear Clipping WebGL App
  • In-depth: A Simple System To Patch Your Game Content
  • What's New In Unity 4?
  • Compiling to JavaScript: What, Why, and How?
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    Tuesday, November 13th 2012
    The Daily Flip
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    tasty links:
  • Counting Quads
  • Why GL Now
  • History Repeats Itself, As The Newest DirectX Only Works On Windows 8
  • OpenGL Framebuffer Objects Tutorial
  • Delaunay Triangulation For Fast Mesh Generation
  • Team Snake: A Post Mortem
  • Level Of Detail For Smooth Voxel Terrain
  • A Few Unity3D Tips
  • The Making Of Warcraft Part 3
  • Constructing Topological Spaces - A Primer
  • Unicode And Your Application (1 of n)
  • Understanding The Parallelism Of GPUs
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Friday, November 9th 2012
    The Daily Flip
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    tasty links:
  • OpenGL Loader Generator 1.0 Released
  • Irrlicht Engine 1.8 Released
  • GLFW Version 2.7.7 Released
  • Different Forms of Polymorphism
  • Overview Of OpenGL Support On OS X
  • 'The Art of Video Games' Opens at Museumm
  • Computational Neuroscience: Memory-Making
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Thursday, November 8th 2012
    Ray Tracing for Real-time Games
    01:31 PM
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    Jacco Bikker sent along a link to his recent thesis (PDF), on "Ray Tracing for Real-time Games." It covers an impressive range of topics that game and graphics programmers will very likely find interesting.
    Thursday, November 8th 2012
    How Physics Engines Work
    01:26 PM
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    Build New Games, a site focused on game development for the Open Web, posted a new article which aims to "guide you through the essential physics of game engines."
    Thursday, November 8th 2012
    The Daily Flip
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    tasty links:
  • Microsoft Calls On Indies With Windows 8 Contest
  • Integer Linear Time Sorting Algorithms
  • The Magical Tech Behind Paper For iPad's Color-Mixing Perfection
  • Molecule Engine - Core Evaluation SDK
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Wednesday, November 7th 2012
    The Daily Flip
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    tasty links:
  • Lightweight Java Game Library 2.8.5
  • OpenMP 4.0 May Offer Important Solutions For Targeting And Vectorization
  • NVIDIA Delivers Massive Performance Boost To Linux Gaming
  • O(N+K) Sorting - Counting Sort
  • Epic Artist Makes Tool To Exercise Drawing Skills
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Monday, November 5th 2012
    The Daily Flip
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    tasty links:
  • Gaussian Blur Without Using 3rd Party Libraries
  • Boost Version 1.52.0 Released
  • HLSL User Defined Language for Notepad++
  • Topological Spaces - A Primer
  • Getting Started With OpenCL, Part #1 (Part 2 and Part 3)
  • OpenCL CodeBench Eclipse Code Creation Tools
  • How Does GPU Compute Work?
  • The Future of C++ (VC++, ISO C++)
  • MoonScript v0.2.2 Released
  • Shining A Light On How Pitching To Publishers Works
  • 31 Days of Windows 8
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Friday, November 2nd 2012
    The Daily Flip
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    tasty links:
  • Speed: In Which MSDOS Meets Windows Phone 8
  • Bitsquid Foundation Library
  • "Nature of Code" by Daniel Shiffman - Natural Systems Using Processing
  • Unity 4 Launches Public Beta
  • A Slower Speed of Light
  • Let's Limit the Effect of Software Patents, Since We Can't Eliminate Them
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Thursday, November 1st 2012
    The Daily Flip
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    tasty links:
  • Dear Esther's Dev: Embrace Failure
  • Skip MSAA+FXAA, Instead Use MSAA+EvaluateAttributeAtSample()
  • OpenGL, OpenGL|ES, WebGL, GLSL, GLSL|ES API Tables
  • OpenGL Samples Pack 4.3.0.3 Released
  • Mitsuba 0.4.2 Releasedt
  • BUILD: Wednesday Update
  • 10 Steps To Becoming A Better Programmer
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Wednesday, October 31st 2012
    The Daily Flip
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    tasty links:
  • DirectX Tool Kit Now Supports Windows Phone 8
  • Four Amazing Things Carnegie Mellon Is Doing With CUDA
  • OUYA Upgrades To Jelly Bean, Gives Early Hardware Details To Game Developers
  • 2D Polygonal Collision-Detection And Internal Edges
  • Cocos2d-x For Windows Phone 8 Is Out
  • PhysX SDK 3.2.2 Is Available
  • Build Your Own FPGA
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Tuesday, October 30th 2012
    The Daily Flip
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    tasty links:
  • ogldev: 'Stencil Shadow Volume' Tutorial Published
  • Real-time GPU Path Tracing: Octane Render Getting Started Video
  • Value Semantics And Polymorphism
  • Announcing The New Windows Phone 8 Developer Platform
  • Project Austin Part 6 of 6: Storage
  • How Valve Empowers Each And Every One Of Its Employees
  • Improved Row-grouped CSR Format for Storing of Sparse Matrices on GPU
  • OpenCL And DirectX/OpenGL Interop
  • Setting Up A Windows Server For WebGL
  • Browser Garbage Collection and Frame Rate
  • The Future Of C++: Live Broadcast This Friday
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Monday, October 29th 2012
    The Daily Flip
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    tasty links:
  • Path Tracing and Stochastic Progressive Photon Mapping
  • Experimenting With Reconstruction Filters For MSAA Resolve
  • Visual C++ Project Model
  • Triangle Mesh For 3D Objects In HTML5
  • RTR: Seven Things for October 28, 2012
  • Update On GLSL Core Tutorial
  • The Two-Box Paradox - What Does Random Mean?
  • An Easy Introduction to CUDA C and C++
  • Setting Up Development
  • More Space Marine Tech Slides
  • Siggraph 2012 Recap - Part 1
  • 5 Lessons Learned Making Diamond Dash Mobile
  • Windows 8: The Tablet Review
  • Back To The Future Of TV Gaming
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Friday, October 26th 2012
    The Daily Flip
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    tasty links:
  • OpenGL Atomic Counters
  • Indie Royale Halloween Bundle
  • Windows 8 Arrives Amid Serious Concerns From PC Game Devs
  • Mistakes To Avoid When Going From Corporate To Indie: Team Size Edition
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Thursday, October 25th 2012
    The Daily Flip
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    tasty links:
  • A Quick Overview of MSAA
  • Falling Faster Than The Speed Of Sound
  • Stephan T. Lavavej - Core C++, 5 of n
  • iPad Mini: Developers React
  • Portable LDPC Decoding on Multicores Using OpenCL
  • cpplinq: An Introduction
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Tuesday, October 23rd 2012
    The Daily Flip
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    tasty links:
  • Relics FX System
  • Prototype 2's Over-the-Top Effects Tech
  • Quantum Computing With Recycled Particles
  • A New Record For IGF Submissions At Nearly 600 Games
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Monday, October 22nd 2012
    Sampling Theory and Graphics
    01:26 PM
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    The Danger Zone blog has a new post that "focuses on the ways in which sampling theory can be applied to some of the common tasks routinely performed in graphics and 3D rendering."
    Monday, October 22nd 2012
    The Daily Flip
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    tasty links:
  • Image Based Lighting
  • Implementing a Thread-safe Singleton with C++11
  • Going Cross-Platform
  • Parallel Sparse Approximate Inverse Preconditioning on GPUs
  • Udacity Offers Free HTML5 Game Dev Course
  • shared_ptr: Be Careful, And Consider The Implications
  • 4 Reasons Why Bugs Are Good For You
  • Thoughts About The Field Of View (on HMDs)
  • Porting Desktop Applications to the Windows Runtime
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Friday, October 19th 2012
    The Daily Flip
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    tasty links:
  • Player Character Movement in a 2D Platformer
  • C++/CX Part 4 of [n]: Static Member Functions
  • Kick-Start Your Career With Free Parallel Programming Course
  • A Game Studio in the Clouds
  • Project Austin Part 5 of 6: Shadow Rendering
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Thursday, October 18th 2012
    Level Randomization Interview
    03:47 PM
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    AiGameDev announced an upcoming (October 21st) live interview with Johnathan Rogers on randomized generation of maps and enemies in the free-to-play RPG "PATH OF EXILE."
    Thursday, October 18th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • Gree Releases Open Source Tool For Bringing Flash Animation To Unity, HTML5
  • A Data-Oriented, Data-Driven System for Vector Fields -- Part 3
  • Peeking Inside LuaJIT
  • Seven John McCarthy Papers In Seven Weeks
  • Rapid Prototyping: Tips for Running an Effective R&D Process
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Tuesday, October 16th 2012
    The Daily Flip
        1 Comment


    tasty links:
  • When Game Players Become Developers
  • Does Anybody Know This Fractal?
  • OpenGL Loader Generator
  • Simple But Interesting Features Of VS2012
  • How Long Should I Work On My Game?
  • On Programming Style
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Monday, October 15th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • NVIDIA CUDA 5.0 Production Release
  • Signal Processing Primer
  • GPU-Accelerated Path Rendering
  • Babbage's Mechanical Calculating Engines, Part 2
  • Oculus Counting On Indies For Virtual Reality Success
  • Publishers 'Offer Nothing' For Small Developers
  • Stork, An Example Programming Language, Lesson 4: Variables
  • More Q&A for the C++ AMP book
  • 27 Page Torque 2D Tutorial Released
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Saturday, October 13th 2012
    Screen Space Decals
    12:40 PM
        1 Comment


    The Blind Renderer blog has a new post with the presentation slides from SIGGRAPH 2012 on the screen space decal technique used in Space Marine's deferred rendering engine.
    Saturday, October 13th 2012
    The Daily Flip
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    tasty links:
  • Stereographic Quaternion Julias
  • Algorithmic Architecture by Charlie Behrens
  • New Research On Vision From Psychological Science
  • Presentations From The Wolfram Mathematica Virtual Conference 2012
  • DirectXTK PrimitiveBatch Helper With D3D11
  • The Compact YCoCg Frame Buffer
  • Changing The Face Of Games - The Diversity Of Indies
  • Project Austin Part 4 of 6: C++ AMP Acceleration
  • How Cobalt Calibur Uses Canvas to Display Sprite-Based Graphics
  • Libgls 1.0, An Opengl Stereoscopic Rendering Library
  • Interactive Infographics In WebGL
  • IndieCade Reveals 2012 Show Winners, New York City Show For 2013
  • GDCOnline: UO Classic Game Postmortem
  • Making Sudoku Puzzles Less Puzzling
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Thursday, October 11th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • Faster GPU Integer Math Using Subnormals
  • Mitsuba 0.4.1 Released
  • Anders Hejlsberg and Lars Bak: TypeScript, JavaScript, and Dart
  • C++11 Idioms @ Silicon Valley Code Camp 2012
  • Books: The Good, The Bad, and Some Third Category
  • How To Make A Multi-Player Game - Part 1
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Wednesday, October 10th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • GDCOnline: A Theory of Fun, 10 Years Later
  • Critical Detail: The Next Twenty Years
  • Real-time Photorealistic Rendering With Octane Render And Brigade
  • Using Kinect To Turn Any Surface Into A Multi-User, Multi-Finger Touchscreen
  • Wing Commander Creator Returns To Game Dev With New Space Sim
  • Vienna Game/AI Conference '12: Highlights, Photos & Slides
  • An Operating System in the Cloud: TransOS
  • Does Not Compute
  • New Windows 8 Code Samples on Intel Developer Zone
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Tuesday, October 9th 2012
    Deferred Renderer Optimization
    03:08 PM
        Discuss This!


    The c0de517e blog has an update with presentation notes focused on rendering optimization in the game Space Marine.
    Tuesday, October 9th 2012
    Linear Algebra Intuition
    03:05 PM
        Discuss This!


    BetterExplained posted a new article entitled "An Intuitive Guide to Linear Algebra."
    Tuesday, October 9th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • Scott Meyers - Universal References in C++11
  • A New Zero: Physics-based FPS
  • C++-JSON Serialization
  • Voreen Version 4.1 Released
  • Robots Using Tools: Researchers Aim to Create 'MacGyver' Robot
  • DayZ Creator: Development Needs Singular Visioning
  • Siggraph 2012 Computer Animation Festival
  • An Interview With Unity Technologies CEO
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Monday, October 8th 2012
    Simple Path Tracing
    02:38 PM
        Discuss This!


    Iñigo Quilez posted a new article explaining how to quickly write a simple path tracer.
    Monday, October 8th 2012
    Broad Phase Collision
    02:36 PM
        Discuss This!


    Build New Games posted a new article entitled "Broad Phase Collision Detection Using Spatial Partitioning."
    Monday, October 8th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • Automating xkcd Diagrams: Transforming Serious to Funny
  • Book Review: How Google Tests Software
  • Supersampling And Antialiasing Distance Fields
  • How To Develop A Game For Windows 8 Modern UI
  • Topology: Secret Ingredient In Latest Theory of Everything
  • A Free Version Of Shaderific Now Available
  • Decentralizing Education: How Startups Are Dismantling The University
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Saturday, October 6th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • Boxing Bots: An Overview
  • Google Puts Its Virtual Brain Technology to Work
  • Sound In Games - Acoustical Leaks In Walls
  • Tables & Babbage's Difference Engine
  • Training Computers to Understand the Human Brain
  • Steve Russell, First Computer Game & Mod Community
  • C++/CX Part 3 of [n]: Under Construction
  • Molyneux: Big Publishers Can't Allow Unbridled Creativity
  • PBS Mini-Documentary Explores Indie Game Creation
  • Project Austin Part 3 of 6: Ink Smoothing
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Thursday, October 4th 2012
    New DirectX Tool Kit
    03:40 PM
        Discuss This!


    There's a new release of the DirectX Tool Kit available, "a collection of helper classes for writing Direct3D 11 code for Windows Store apps, Windows 8 Win32 desktop, and Windows 7 'classic' applications in C++." Shawn Hargreaves' blog has additional details.
    Thursday, October 4th 2012
    Smartphone Performance Article
    03:39 PM
        Discuss This!


    Gamasutra posted a new article in which the author "explains how he and his colleagues solved what should have been a very simple sorting problem creatively, and upgraded their smartphone game engine in the process."
    Thursday, October 4th 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • Open Source OpenGL 4 Graphics Engine Available
  • A Study in Adaptive Game Design
  • MegaDroid Simulates Network Of 300,000 Android Smartphones
  • Using Strings In C++ Template Metaprograms
  • Indie Game: The Movie Now on Netflix Instant
  • Get Your Theory Fix: Game Studies 12/01 Out
  • Powderkeg- A Synchronous, Real-Time Multiplayer Browser Game
  • Wii U 'more open and indie friendly' than Wii
  • Make Something Unreal Live 2013
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Tuesday, October 2nd 2012
    On Virtual Memory
    05:28 PM
        Discuss This!


    The Molecular Musings blog has a new post in its memory allocation series, this time an interlude exploring virtual memory.
    Tuesday, October 2nd 2012
    The Daily Flip
        3 Comments


    tasty links:
  • A Data-Oriented, Data-Driven System for Vector Fields -- Part 2
  • An Interview With Brian Kernighan on C and The C Programming Language
  • Grid Computing With 256 Windows Azure Worker Roles
  • Software Arrives On Steam
  • The 2012 Interactive Fiction Competition
  • Musings: Design and Computation
  • Visual Studio Debugging Tips for Native Development
  • Songs In The Key Of Sea
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Monday, October 1st 2012
    Asset Management For Web Games
    04:28 PM
        Discuss This!


    Build New Games posted a new article, which explores some of the newer HTML5 APIs that can assist with managing game assets and improving load times.
    Monday, October 1st 2012
    The Daily Flip
        Discuss This!


    tasty links:
  • Cross Platform Shaders in 2012
  • Anders Hejlsberg: Introducing TypeScript
  • First Apple-Approved iPad, iPhone and iPod Game Pad is One Small Step for iOS Gaming
  • To Understand The Command Line...
  • Zeckendorf's Theorem & Simple Code Implementation
  • Data In Crash Dumps Are Not A Matter Of Opinion
  • If you'd like to join the community, visit the Message Center. If you're wondering why this site is suddenly being updated, read here!
    Sunday, September 30th 2012
    Hugi Special Edition
    05:02 PM
        Discuss This!


    A special edition of Hugi Magazine has been released, including a compilation of its programming articles since 1998. Topics include graphics programming, data compression, and much more-- all available to read online as well. Hugi is described as "an electronic magazine (diskmag) for Windows that mainly deals with the demoscene."
    Sunday, September 30th 2012
    New Ideas In Raytracing
    04:59 PM
        Discuss This!


    Nathan Reed's blog has a new post exploring some of the developments in the field of raytracing over the past few years.
    Sunday, September 30th 2012
    OpenGL Samples Pack
    04:59 PM
        Discuss This!


    G-Truc Creation released an update (v4.3.0.2) to their OpenGL Samples Pack, "a collection of OpenGL samples based on the OpenGL "core profile" specifications."

    flipcode News Archives for 2012

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