Cover your Assets: The Cost of Distributing Your Game’s Digital Content

Original Author: Colt McAnlis Today’s game developers have a wide choice of digital distribution platforms from which to sell their products. When a game is very large it’s often necessary to deliver some of its content from another source, separate from the distribution service. This can be new territory for those of you who are … Continue reading “Cover your Assets: The Cost of Distributing Your Game’s Digital Content”

A Data-Oriented, Data-Driven System for Vector Fields — Part 3

Original Author: Niklas Frykholm In this post, I’ll finish my series on vector fields (see part 1 and part 2) by tying up some loose ends. Quick recap of what has happened so far: I’ve decided to represent my vector fields in functional form, as a superposition of individual effect functions G_i(p). I represent these … Continue reading “A Data-Oriented, Data-Driven System for Vector Fields — Part 3”

Angle based SSAO

Original Author: Simon Yeung Introduction “The Technology behind the Unreal Engine 4 Elemental Demo” about how they implement SSAO. Their technique can either use only the depth buffer or with the addition of per-pixel normal. And I tried to implement both version with a slight modification: Using only the depth buffer The definition of ambient … Continue reading “Angle based SSAO”

Why Do You Create?

Original Author: Claire Blackshaw My friends know I’ve been struggling to write this article for months, struggling with the tone and the question: so I ask you, Why? It’s the most important question you can ask yourself, though asking it is never easy. A recent Edge piece asked some creative directors and leads the question. … Continue reading “Why Do You Create?”

A Data-Oriented, Data-Driven System for Vector Fields — Part 2

Original Author: Niklas Frykholm In Part 1 we decided to represent a vector field as a superposition of individual effects: G(p) = G_0(p) + G_1(p) + … + G_n(p) Here, each G_i(p) is a function that represents some effect, such as wind, an explosion or the updraft from an air vent. The next step is … Continue reading “A Data-Oriented, Data-Driven System for Vector Fields — Part 2”