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C++ OpenAL Function Call Wrapping

Learn how to wrap OpenGL calls in C++ to automatically detect errors. Source

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GLSL Digital Noise

Want to add random digital noise to your rendering in GLSL. The following fragment shader will add random noise that changes over time. Full disclosure, I know I started this code from someone's...

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Game Engine Development for the Hobby Developer Part 3, Audio

In Part 1 we handled rendering, and in Part 2 we went over the rest of the components needed for the engine. Now that we can draw things on the screen and we've got a plan, the next thing we'll want to...

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Making Your First Game – Pong: The Architecture

In these articles, I'm going to show you how to make Pong from scratch. Not completely from scratch, we're going to use some libraries. Or maybe you could combine this article with some learning of...

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Making Your First Game – Pong: The Code

For this second article I'm going to go through each of those classes and the glue and I'm going to give you some code that will compile into Pong and you can play it, and have fun. Source

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The Complete Guide to OpenAL with C++ – Part 1: Playing a Sound

Your game needs audio! In this article, I will take you through everything you need to know to get sounds in your small game. Source

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Game Engine Development for the Hobby Developer Part 4, Utilities

You’ve thought about the rendering engine in Part 1, taken a look at all of the work needed in Part 2, and covered the sorts of functions you’ll need for audio in Part 3. Now we’ll go over the various...

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The Complete Guide to OpenAL with C++ – Part 2: Streaming Audio

Your game needs music! In this article, I will take you through everything you need to know to stream audio files for your game. Source

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The Complete Guide to OpenAL with C++ Part 3: Positioning Sounds

You've got gunshots to the left of you, explosions to the right; your game needs to position audio. Source

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An Entity Component System with Data Locality in C++

In this article, I will take you through the creation of an ECS that focuses on data-locality in C++. I'll cover ECS-related topics, the architecture, and go over some cool Template-Metaprogramming...

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