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Current area: HOME -> Game Development -> Latest articles Adds this page to your personal favorites
 
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Generate and Analyze Signals in PLAYSTATION 3
How do you take the Cell/B.E. processor from an off-the-shelf Sony PLAYSTATION 3 and use it to construct a piece of Linux-based laboratory equipment? In this article, the author shows you how to build on the infrastructure from Part 1 to make the system into a fully operational spectrum analyzer. Part 1 mostly discussed infrastructure such as support code needed in order to get something up on a PS3's screen.
Visits: 425 Updated: 2007-10-4  Rating: (Not Rated)  More info & Ratings
Hacking Second Life
Second Life is a virtual world, maintained through a combination of client software and hosting servers. The open source release of the Second Life viewer program by developer Linden Lab offers a rare opportunity to peer into the comparative strengths of closed and open source development models. This article, the first in a series, gives an overview of some of the differences between these development styles.
Visits: 252 Updated: 2007-3-29  Rating: (Not Rated)  More info & Ratings
Programming the SPE’s of Sony PLAYSTATION 3
Take even greater advantage of the synergistic processing elements (SPEs) of the Sony PS3 in this installment of Programming high-performance applications on the Cell BE processor. Part 2 looks in depth at the Cell Broadband Engine processor's SPEs and how they work at the lowest level, while Part 1 showed how to install Linux on the PS3 and explored a short example program.
Visits: 421 Updated: 2007-2-20  Rating: (Not Rated)  More info & Ratings
The Microsoft Xbox 360 PowerPC CPU Story
Read about the design, verification, and making of the 165-million-transistor Xbox 360: a first-pass-good processor with advanced debug and test features, designed to the exacting standards of a gaming platform, with high throughput, low latency, low cost and low power - and very tight deadlines.
Visits: 794 Updated: 2005-12-8  Rating: (Not Rated)  More info & Ratings
Xbox 360 Unveiled
We dig deep into the Xbox 360 and bring you news of the technology, a test drive of the console, and an interview with J. Allard on Xbox compatibility. Plus, how IBM is sharpening its Blades for 2006 and early news of P.A. Semi's new low-power Power processor.
Visits: 1272 Updated: 2005-11-4  Rating: (Not Rated)  More info & Ratings
Coolprog : how to program and create your own games
"Coolprog : How to program and create your own games" is a free online tutorial meant for people aged 11 and up. It teaches beginners how to create their first game with Just Basic and have fun at the same time. No programming experience is necessary and no extra costs are involved (such as having to buy some kind of programming software). The Tutorial includes step-by-step projects, with colourful screenshots. The reader gets involved and productive right away.
Visits: 833 Updated: 2005-9-23  Rating: (Not Rated)  More info & Ratings
AI 2 - Game Playing (Artificial intelligence)
Part 2 of my Artificial intelligence tutorial. Extends what you learn in the first tutorial and explains the techniques needed to program a 2 player Game (human vs computer) uses tic tac toe as an example.
Visits: 1733 Updated: 2005-4-11  Rating: (Not Rated)  More info & Ratings
Timing and FPS
This tutorial is for those of you who don't already know how to utilize time in your projects to get smooth movements of your game objects. It also explains how to compute FPS for measuring the performance of your game.
Visits: 3691 Updated: 2005-3-26  Rating: 
ping: Project Ping Demo
Brief article discussing game development in the Java language. Links to external article with sample source code to download. Covers lots of great tips and techniques.
Visits: 863 Updated: 2004-10-27  Rating: (Not Rated)  More info & Ratings
Online game infrastructures: Develop a high-level business description and identify patterns
The business of the online games industry is a complex one, requiring the input and integration of many variables -- people, business conditions, product goals, and more -- to create, implement, and distribute a successful online game. Senior IT architect Veronika Megler ignites the first of a five-part series that focuses on infrastructure providers for online games. The series illustrates the state of the industry today and demonstrates how to develop a high-level business description and how to identify the all-important business patterns. The author offers eight steps towards this goal.
Visits: 703 Updated: 2004-6-19  Rating: (Not Rated)  More info & Ratings
MegaJogos: The case of the fully utilized CPU
Do you like playing detective and solving mysteries? Performance problems come in many guises, giving you ample opportunity to indulge your clue-hunting proclivities to identify and resolve them. The main man behind the MegaJogos multi-player game site and a member of the Java Games community, recently altered the application behind the site to use the NIO package to enhance its scalability.
Visits: 798 Updated: 2004-3-22  Rating: (Not Rated)  More info & Ratings
The history of the Sega Mega Drive / Genesis series
Gain insight and obtain knowledge about the Mega Drive, its technical specifications and why it was such a great success for Sega.
Visits: 556 Updated: 2004-2-15  Rating: (Not Rated)  More info & Ratings
Using SDL, Part 5: Principles of interface design in "Pirates Ho!"
Sam Lantinga and Lauren MacDonell have been hard at work on the user interface for their "Pirates Ho!" game. In this installment of their diary documenting the creation of their swashbuckling role-playing game, the authors describe the principles they used in developing the preliminary design for the interface.
Visits: 974 Updated: 2003-12-2  Rating: (Not Rated)  More info & Ratings
Using SDL, Part 4: lex and yacc
In this installment we look at two useful tools in the arsenal of any Linux programmer: lex and yacc. These tools have enabled us to easily build the scripting language and GUI framework that we used in Pirates Ho!, our SDL-based Linux game.
Visits: 996 Updated: 2003-12-2  Rating: (Not Rated)  More info & Ratings
Using SDL, Part 3: Graphic design
Sam Lantinga and Lauren MacDonell are now developing the story and graphic design of "Pirates Ho!" -- a swashbuckling, role-playing game for Linux that they are creating from scratch. In this installment of their diary, the authors describe the story development process and their sources of inspiration. They also explain in detail how they design the images used in the game.
Visits: 1159 Updated: 2003-12-2  Rating: (Not Rated)  More info & Ratings
Using SDL, Part 2: Coding "Pirates Ho!"
Over the last month Sam Lantinga and Lauren MacDonell began the initial coding and graphic design of "Pirates Ho!". In this installment of their diary of the creation of their swashbuckling, role-playing game, the authors demonstrate the first steps in coding the game, using C++ and a variety of open source tools. Sam also addresses object caching, error handling, function logging, and more.
Visits: 1182 Updated: 2003-12-2  Rating: (Not Rated)  More info & Ratings
Using SDL: the birth of "Pirates Ho!"
Author of the Simple DirectMedia Layer (SDL), Sam Lantinga, and Lauren MacDonell kick off the first of a series of articles in which they will document the process of designing and building a game, Pirates Ho!, for Linux from scratch. In this installment, the authors explain how they began the conceptual process for the game.
Visits: 1198 Updated: 2003-12-2  Rating: (Not Rated)  More info & Ratings
SDL: Making Linux fun
Author of the Simple DirectMedia Layer (SDL) library and Loki Entertainment lead developer, Sam Lantinga, introduces you to an excellent tool for porting games to Linux. Supporting many platforms, including Linux, Solaris, IRIX, FreeBSD, and MacOS, SDL is an ideal tool for cross-platform code porting, and another notch on the belt for Linux developers who know the OS is a viable platform for developing commercial software. Learn from one of our community leaders how SDL has allowed Linux users to enjoy some of the best games available on any platform, and how SDL is helping developers keep pace with the demands of the next generation of computer gamers.
Visits: 1055 Updated: 2003-12-2  Rating: (Not Rated)  More info & Ratings
A New Economic Model For Massively Multiplayer Games
This article speculates on how to create "the most awesomely addictive exciting game ever that makes 'unheard of' fortunes for its creators." By populating the game world with high value objects, the excitement level is increased for the players, guaranteeing a more profitable experience for the players and the host. By allowing the free conversion of real world money to game world money and vice versa, the MM game host should be able to eliminate the monthly subscription fee and make exponentially higher profits. The author discusses theory as well as practical problems, solutions, and applications.
Visits: 2526 Updated: 2003-8-9  Rating: 
Java Game Tutorial #6: Back Buffers and Sound
In this installment, we complete Battleship. We improve the graphics, remove screen flicker using a back buffer, and incorporate sounds. We also fix a bug or two and add a "play again" feature. Includes source and resource files for the complete game.
Visits: 4602 Updated: 2003-5-7  Rating: 
Java Game Tutorial #5: 'for' Loops, Gameplay, and AI
In this installment, we complete the basic Battleship game. We Add a status display to show ship damage levels, write code to allow the player to fire on the computer, and develop a strong opponent AI system
Visits: 5090 Updated: 2003-2-11  Rating: 
How to work with 3DGamestudio's SDK (pdf)
3d Gamestudio is a popular authoring tool with an ever increasing and enthustiastic community of game developers. On of the big advantages of this 3d Engine is the fact that it provides an SDK kit to append your own dlls (with DirectX support). This little tutorial describes the interface and how you will suceed in using 3dGamestudio as a shell for your own C++ coding.
Visits: 3202 Updated: 2002-9-22  Rating: (Not Rated)  More info & Ratings
Java Game Tutorial #4: Arrays and User Interaction
This time, we'll cover 2 dimensional arrays and elaborate on the mouse logic we wrote in the last installment. This new information will allow us to write a "game setup" state for Battleship, in which both the computer and human players place their ships on the board.
Visits: 20305 Updated: 2002-7-4  Rating: 
Java Game Tutorial #3: Game Structure
In this tutorial, we cover the basics of setting up a game's structure. We'll describe how to make a title page and setup screen for your game. We'll also discuss basic mouse programming in Java. We'll apply everything to our continuing Battleship project, getting the game fully under way.
Visits: 39535 Updated: 2002-7-4  Rating: 
Java Game Tutorial #2: Starting from Scratch
In this tutorial, we cover the basics needed to start a new game. Topics include working with object-oriented programming (OOP), creating new projects from the ground up, and working with loops. By the end, you'll have three new apps under your belt--one of which is the start of a Battleship game.
Visits: 1502 Updated: 2002-2-21  Rating: (Not Rated)  More info & Ratings

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