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published 1 month, 5 days ago, submitted by x666 1 month, 6 days ago

gwaredd.blogspot.com — The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. So what does this brave new world of "post-agile" thinking mean for games development? read more...

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3
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published 2 months, 12 days ago, submitted by Sodaware 2 months, 21 days ago

indievision.org — A post-mortem of "Gratuitous Space Battles". A good overview of the process involved with making a large indie game, from finding artists to budgets and lines of code. read more...

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published 2 months, 27 days ago, submitted by cdxrd 3 months, 3 days ago

squigglyfrog.com — SquigglyFrog Studios, an independent developer based in Boise Idaho, announces the release of its newest game for the Xbox Live Indie Games. Cannon #12 is now available for purchase through any Xbox Live connected Xbox 360 console. Cannon #12 is a 2d shooter reminiscent of early arcade games. Defend Earth against wave after wave of the incoming fleets armed with large cannons! Arm your cannon and try to blast theirs out of the solar system! But be careful! There’s all sorts of nasty things up there in orbit from asteroids to space junk, even the intelligent and invulnerable seeker missiles of the enemy fleet! read more...

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published 4 months, 9 days ago, submitted by TheManagement 4 months, 10 days ago

incubatorgames.com — An overview of what went into created the official website for Incubator Games. read more...

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published 4 months, 27 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — This method to do water is very mathematical but gives therefore a very realistic look. Specially the foam on the waves are great. read more...

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published 4 months, 27 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — A method in which a grid is projected in post-perspective camera space. This gives an even-spaced grid so the detail level of the water is the same over the whole screen. read more...

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published 4 months, 27 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — This is my SSAO (Screen Space Ambient Occlusion) implementation and it’s both fast and gives good result. It’s inspired by the Crysis SSAO algorithm but also the Starcraft II implementation and a little from Nvidia’s implementation. read more...

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published 4 months, 27 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — SSAO is the new technique that most new games just must include because of the hype around it since the computer game Crysis. It’s a technique for creating a rude approximation of ambient occlusion by using the a depth of the rendered scene. This works by comparing the current fragments depth with some random sample depths around it to see if the current depth is occluded or not. The current fragment is occluded if the sample is closer to the eye than the current fragment. Although it sounds very bad to do so, in practice it does work beyond all expectations. read more...

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published 4 months, 26 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — For effects like smoke or water, a fluid simulation and rendering approach is needed. There are currently two popular methods for this... read more...

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published 4 months, 26 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — This technique doesn’t actually invent something new. It’s just a combination of normal mapping and billboards to realistically lit particle systems. It has been used successfully in many games to fake volumetric smoke. read more...

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published 4 months, 26 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — Instead of rendering textured billboards, this technique called “Mega Particles” render spheres to an off-screen texture. This texture is then blurred and randomly displaced using a fractal cube. read more...

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published 4 months, 26 days ago, submitted by GameRendering 5 months, 1 day ago

gamerendering.com — The aim with soft particles is to remove the ugly artifact that appears when the particle quad intersects the scene. There are a lot of different approaches to solve this, some more complicate than others. read more...

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published 4 months, 27 days ago, submitted by Sodaware 5 months, 2 days ago

sodaware.net — An in-depth look at over a dozen different methods of generating website traffic. Looks at how much they cost and the quality of the visitors they bring. Quality is based on several factors, including how long a visitor stays and if they download a demo or not. read more...

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published 5 months, 7 days ago, submitted by ElementCy ElementCy 5 months, 7 days ago

gamasutra.com — Secrets and hidden treats are part of games' appeal and their lore, and can add depth and authenticity to the experience -- columnist Andrew Vanden Bossche explores ideal implementations, and those less so. read more...

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published 5 months, 8 days ago, submitted by JeGX 5 months, 9 days ago

geeks3d.com — GeeXLab (or GXL) is a new tool for fast real time 3D prototyping and coding (demos, tests, casual games, benchmarks). It's based on widely used standards such as XML, Lua, Python or OpenGL. GeeXLab has been designed for developers and technical 3D artists. read more...

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1
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submitted by J_2_T 6 months, 3 days ago

jump-game.de — We want to give you a brief insight of our game project. Jump! is a multiplayer jump'n run game which is currently in alpha state. The game is developed with two of my colleges. The game is set in a cartoony world. You head up in the role of a toony character to beat other players. The gamerules were kept simple to deliver a funny and entertaining gameplay. The matches are redistricted by round time or score, the player with the highest kill count will win at the end of the round. Your gain a kill score by jumping on other players heads. The game based on different modes which contain deathmatch, catch the chicken and get the item. We are constantly updating the game in our spare free time. In further development we aim to implement a version of Capture the Flag and in addition a bombing run mode. Players can collect powerups to gain a huge gameplay advantage to become the hero of the battle. We want invite you to an alpha testing session. If you like to test the game with us or other users you should join the testing session. The playsession starts on Sunday the 13.09.09 at 06 p.m. (GMT + 2:00) until open end. You can check the time of your Country here: http://wwp.greenwichmeantime.com/ For example if you stay in England the time where the playsessions starts is at 05 p.m. You can download the game from now on at http://www.jump-game.de Feel free to use this thread or our forums to give us some feedback. Certainly you don’t have to comment this project, but your feedback is very important for us and we like to hear what you think about the game. Don’t be harsh with your critique we are open for your opinion :) Jump! Community forum: http://www.jump-game.de/community/ The Gameserver are 24/7 open. You can also play the game alone but there are maybe no other users on the server and you don’t see the real action of the game ;) Feel free to contact us if you have any more questions about the game or the alpha testing session. We constantly watch the server stats and maybe we meet us earlier: P In this sense we hope to awake your interest. Cheers Team Jump! read more...

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