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The End of Fixed-Function Rendering Pipelines (and How to Move On)
http://enva.to/1s4kvLC Fixed-function pipelines have no more business on our video cards. Here's what you need to know about them—and how to make the switch away from them, if you still haven't done so yet.
Fixed-function pipelines have no more business on our video cards. Here's what you need to know about them—and how to make the switch away from them, if you still haven't done so yet. | Tags: rendering, 3D, Fixed-Function Rendering Pipelines, Shaders, Hardware, GPU
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GDG Bangalore's profile photoYannick Comte's profile photo

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Bone-Based Unity 2D Animation: Mecanim and Scripting
http://enva.to/1s4kZkU
In this series, we're focusing on the bone-based 2D animation tools provided by the Unity engine. The main idea is to present and teach the fundamentals of 2D animation in order for you to apply it to your own games. In this tutorial, we'll use Unity's excellent Mecanim tool to blend animations, and we'll add some simple scripting to demonstrate the final result.
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Marketing Your Indie Game: The Single Most Important Thing That No One Knows How to Do
http://enva.to/1pXL1lD
Just updated with new tips and content!

Once upon a time, marketing was considered taboo and almost completely ignored by indie game developers. These days, most devs recognize its importance and do make some effort, but do little to differentiate themselves from the masses. In this article, we explore the art of marketing, and how you can use it to gain much-needed exposure for your game.
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Farhan Ali Khan's profile photoSai StarryNight's profile photo
 
How to Make an Indie Game Trailer With No Budget
http://enva.to/1nEGXoY
If you are anything like me, then you have likely spent all of your time and money on actually creating your game, and don't have a lot of patience or funds left over for marketing it. Luckily for you, you likely already have everything you need to create a professional looking gameplay trailer for your game. In this tutorial, we will look at how to create a gameplay trailer for your indie game title without breaking the bank.
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How to Polish Your Games' Environments
http://buff.ly/1irwES4
Your players will get bored far faster than you would expect if your play spaces don't retain their attention. In this tutorial, I'll show you how you can easily crank the polish of your world up a couple of notches—this will go a long way towards capturing the imagination of players!
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GDG Bangalore's profile photoБорис Евтифеев's profile photo

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Part 4 of 4 is live!  Build Arkanoid With Unity: Audio, New Levels, and Deployment
http://buff.ly/1j3ZVCz
In this tutorial series, we show you how to recreate the classic Arkanoid (or Breakout) game in Unity using Unity's native 2D tools. In each post, we'll focus on a specific part of the game; in this post, we'll add sounds and music, create new levels, and deploy the game to different devices and platforms.
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Fabian Willke's profile photo
In their circles
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Add Motion Control to a Kiwi.js Game With the Leap Motion Controller
http://enva.to/1twpkPp
In this tutorial, I'll help you make your first HTML5 game that is controlled by a Leap Motion Controller, using the Kiwi.js engine. (In case you haven't heard of it, Kiwi.js is a relatively new game engine that targets HTML5, WebGL, and JavaScript.)
In this tutorial, I'll help you make your first HTML5 game that is controlled by a Leap Motion Controller, using the Kiwi.js engine—a relatively new game engine that targets HTML5, WebGL, and JavaScript. | Difficulty: Intermediate; Length: Medium; Tags: Leap Motion, Kiwi.js, Web, HTML5, Algorithms, code, Hardware, APIs
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How To Fix Common Physics Problems in Your Game
http://enva.to/1okzzPG
Using a physics engine can add immersion, eye candy, and, best of all, emergent gameplay, but can also, if used incorrectly, lead to unrealistic results or game-breaking problems. In this post, I'll explain how to identify and fix common problems seen in games of today. These problems range from barrels that are as tall as a two story house to characters clipping through geometry while jumping all over the place.
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GDG Bangalore's profile photoВячеслав Желобков's profile photo

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All About Karma: Decision Making and Morality in Games
http://enva.to/1rIbSDn
As video games progress as an entertainment medium, they are becoming increasingly complicated. While there is still room for simple mechanic-driven games, there has been a noticeable trend in the industry towards expanding the narrative and emotional scope of video games. Many studios now use phrases like evolving narrative, dynamic choices, moral consequence and realistic character interactions as key pillars of their marketing campaigns.

But these aren't just empty marketing catchphrases; many games actually follow through with these promises, offering experiences that delight on both an emotional and narrative level. However, video games are still experiences driven by interactivity, and even the most compelling narratives must function within the confines of strictly defined gameplay systems.

In this article, we'll look at some of the various systems developers have used to allow player agency to affect their narratives, from various morality systems to more simple solutions. While most of these systems go beyond the scope of small team game development, understanding the pros and cons of their designs, and the trade-offs they make between simplicity and scope, can be useful to development at any scale.
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How to Deal With a 'Bad' Game Jam Theme
http://buff.ly/1kOx6K0
You’re sitting at your computer, staring at the second hand on the clock. It’s almost time. You’ve cleared your schedule. The next 48 hours will be devoted to rapid game development, and you’ve never been more prepared for anything else in your entire life. The second hand ticks, the game jam begins, the theme is announced, and it’s terrible.
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Create a Hockey Game Using Steering Behaviors: Attack
http://gamedevelopment.tutsplus.com/tutorials/create-a-hockey-game-using-steering-behaviors-attack--cms-20974
In this tutorial, we continue coding a hockey game using steering behaviors and finite state machines. In this part of the series, you will learn about the artificial intelligence required by game entities to coordinate an attack, which involves intercepting and carrying the puck to the opponent's goal.

A Few Words About Attacking

Coordinating and performing an attack in a cooperative sport game is a very complex task. In the real world, when humans play a hockey game, they make several decisions based on many variables.

Those decisions involve calculations and understanding what is going on. A human can tell why an opponent is moving based on the actions of another opponent, for instance, "he is moving to be in a better strategic position." It's not trivial to port that understanding to a computer.

As a consequence, if we try to code the AI to follow all the human nuances and perceptions, the result will be a huge and scary pile of code. Additionally, the result might not be precise or easily modifiable.

That's the reason why our attack AI will try to mimic the result of a group of humans playing, not the human perception itself. That approach will lead to approximations, but the code will be easier to understand and tweak. The outcome is good enough for several use cases.
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Fernando Bevilacqua's profile photoTony Bonavera's profile photo
 
How We Made a PS Vita Game With Zero Budget
http://enva.to/1pNhVFQ 
I'm Barry Island, and in this article, I'll lay out how we at Infinite State Games - that is, my mate Charlie and I - made a PS Vita game, without spending any money, and while holding down full time nine-to-five day jobs. With this list of tips (and some luck), you can do the same.
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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.