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In case you missed it: Chris Skaggs explains how he designed a system for inputting text using just an Intel RealSense camera — gestures only, no keyboard, mouse, or touch screen.
In this post, I'll share what I've learned about the best (and worst!) ways to let players enter text via gesture alone, and show you how to set up the Intel RealSense SDK in Unity, so you can try it in your own games. | Difficulty: Intermediate; Length: Medium; Tags: Intel RealSense, Intel RealSense SDK, Desktop Platform, UI Design, UX Design, Unity
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In case you missed it: An Introduction to Intel RealSense for Game Developers. Have you preordered a devkit?
Intel RealSense technology pairs a 3D camera and microphone array with an SDK that allows you to implement gesture tracking, 3D scanning, facial expression analysis, voice recognition, and more. In this article, I'll look at what this means for games, and explain how you can get started using it as a game developer. | Tags: Intel RealSense, UX Design, UI Design, Intel RealSense SDK, Desktop Platform
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A Quick Tip for those of you that use Three.js: it's a handy technique for post-processing and shader effects!
Rendering onto a texture, as opposed to directly to the screen, is a very useful technique in many shader effects and post-processing effects. Here, I'll show you a simple example of this, where we render a moving cube onto the surfaces of another moving cube. | Difficulty: Intermediate; Length: Quick; Tags: Three.js, HTML, Game Graphics, JavaScript, Web Platform, Rendering Pipelines, Programming
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Happy New Year! Here's our best content from 2015:
Let's take a look back at the great game development how-to tutorials and articles our wonderful instructor team wrote this year! There were high-level posts on game design and level design, beginners' guides to shaders and more advanced guides to pathfinding, inspirational posts to dip in to the next time you're coming up with ideas for a new game, and plenty more... | Tags: Inspiration
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How to Implement and Use a Message Queue in Your Game:
http://gamedevelopment.tutsplus.com/tutorials/how-to-implement-and-use-a-message-queue-in-your-game--cms-25407
- by Fernando Bevilacqua
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Mike Stout explains how to design levels in this great step-by-step guide!
In this tutorial, I'll explain how to design levels for video games, based on my experience as a designer for the Ratchet & Clank, Resistance, and Skylanders franchises. I'm not going to dive deep into individual concepts, but rather give an outline of the high-level process I use when designing a level. | Difficulty: Beginner; Length: Medium; Tags: Level Design, Layout, Views and Vistas
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Here's Patrick Holleman's latest tutorial on designing levels with the "Super Mario World Method":
http://gamedevelopment.tutsplus.com/articles/the-super-mario-world-method-understanding-skill-themes--cms-25722
The video below is just a demo -- make sure you check out the full tutorial, which explains "skill themes"!
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A new standalone tutorial on shaders from Omar! In this one, he shows you how to code a smoke shader, and introduces the concept of rendering to a texture rather than directly to the screen.
Smoke or fluid effects look cool and can give your game a realistic edge, but what if you want to create something more dynamic or custom? In this tutorial, I'll walk you through writing a smoke shader from scratch, and teach you some useful shader techniques so you can expand your arsenal and develop your own effects! | Difficulty: Intermediate; Length: Medium; Tags: Shaders, Shader Effects, WebGL, Lighting, GLSL, Three.js, Game Graphics, HTML, ...
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Here's the latest part in Daniel Branicki's series about adapting A* pathfinding to platformers. In this part, we add a "ledge grabbing" mechanic!
In this part of our series, we'll introduce a new mechanic to the character: ledge grabbing. We'll also make appropriate changes to both the pathfinding algorithm and the bot AI, so they can make use of the improved mobility. | Difficulty: Intermediate; Length: Medium; Tags: Pathfinding, Platformer, Platform Agnostic, Programming, artificial intelligence, 2D Games, Tile-Based Games, C#, Unity
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The next part in Patrick Holleman's Super Mario World Method series! Read the full tutorial here: http://gamedevelopment.tutsplus.com/articles/the-super-mario-world-method-using-evolutions-and-expansions--cms-25295
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Straylight Studios's profile photo
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Introduction
Tuts+ Game Development is a blog and community for game developers, with tutorials, tips, and articles about level layout, game design, coding, and working in the industry.