Updated: April 23rd 2012
Neversoft co-founder West presents a thought-provoking look at improving the believability of AI opponents in games by upping their use of "intelligent mistakes", in a piece originally written for Game Developer magazine.
Floating point numbers permeate almost every area of game programming. This article explores some of the problems with floats in the hope that programmers will be better equipped to visualize and deal with these problems when they crop up mid-project.
This article looks at the potential uses of domain-specific language (DSL) in games. Neversoft co-founder Mick West creates Whimsy, a DSL that creates art based on the abstract paintings of Parappa creator Rodney Alan Greenblat.
In games where environment and game objects are spooled from disc, the limiting factor in scene complexity is often the data transfer rate of spooling. This article explores the use of procedural geometry as a reasonable solution to spooling bandwidth.
In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis looks at data baking.
Intel® AVX is a 256 bit instruction set extension to Intel® SSE and is designed for floating point intensive applications. This article examines how Intel® AVX micro architecture features benefit Spherical Linear Interpolation (SLERP) opserations.
Designing AI for Games (part 3). This article discusses the concept of tactical AI and shows how to give intelligence agents higher orders of intelligence.
3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.