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Contractors
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November 8, 2012
 
Arkenea Games
 
Yale Music
 
GarageGames, LLC.
 
Media Elements
 
Manchester Music
 
SomaTone Interactive Inc.
 
Signus Labs
 
Ozone Music and Sound
 
Supergenius
 
AXION STUDIOS Ltd.
 
Event Calendar
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arrow GDC China
Shanghai, China
11.17.2012
 
arrow Frank Armiate Lecture Series with guest speaker Seth Cooper, PhD, Creator and Developer of FoldIt
Chicago, United States
11.29.2012
 
arrow Flash GAMM Kyiv 2012
Kiev, Ukraine
12.08.2012
 
arrow Flash GAMM Kyiv 2012
Kiev, Ukraine
12.08.2012
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Programming Features

 
4
Fire, Blood, Explosions: Prototype 2's Over-the-Top Effects Tech by Keith O'Conor [10.23.12]
In this article by Radical Entertainment senior rendering coder Keith O'Conor, he describes the nuts and bolts of the game's particle system -- detailing exactly how it produces great looking effects that perform well in the open-world adventure game.
Programming, Art
 
 
12
Solving Smartphone Performance Problems by Itay Duvdevani [10.03.12]
In this technical article, MoMinis programmer Itay Duvdevani explains how he and his colleagues solved what should have been a very simple sorting problem creatively, and upgraded their smartphone game engine in the process.
Programming, Smartphone/Tablet
 
4
The Ins and Outs of Native Client by Jeff Ward [08.02.12]
Curious about Native Client? Google's new technology allows native C/C++ code to be run in a web browser -- which is great -- but what are the practical issues around getting a game to run with it? What are the practical pitfalls and drawbacks? Developer Jeff Ward, who's shipped an NaCl game, explains.
Programming
 
8
Scaling a Physics Engine to Millions of Players by Kevin He [07.12.12]
An ex-Blizzard physics and networking lead for online game Roblox shares the secrets of how the Lego-like building game simulates rigid bodies for millions of players at a time -- without losing either performance or fun.
Programming, Social/Online
 
2
Getting High Precision Timing on Android by Sergio Giucastro [06.06.12]
An in-depth technical article in which experienced game programmer Sergio Giucastro analyzes how to get the most accurate and least processor-intensive timing calls on the Android platform.
Programming, Smartphone/Tablet

Programming News

 
 
Game Developer magazine's Power 50: Business Exclusive
by GD mag, Gamasutra staff [11.08.12]
Gamasutra and Game Developer spotlight ten savvy executives, marketers, and other professionals working in the business end of the game industry, helping bring great titles to the market.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive
 
 
1
GDC 2013's debut sessions feature Assassin's Creed III, Magic: The Gathering creator
by Staff [11.07.12]
The build-up to next March's GDC 2013 has officially begun -- first sessions include talks on Assassin's Creed III rendering, a 'digital/physical games' panel featuring Magic: The Gathering creator Richard Garfield, and much more.
Business/Marketing, Design, Programming, Console/PC, Social/Online, Smartphone/Tablet
 
4
Kim Swift and Airtight Games test out iOS with Pixld Exclusive
by Leigh Alexander [11.07.12]
Now at Airtight Games for three years, Portal and Quantum Conundrum's Kim Swift talks the studio's first mobile foray with Pixld, and being a small team trying out the App Store.
Design, Programming, Art, Indie, Smartphone/Tablet, Exclusive

Programming Blogs

 
1
Security, security! But do you test it?
by Andrey Karpov [11.07.12]
There is no fragment in program code where you cannot make mistakes.
Programming, Indie
 
 
 
How to create a game in 2 months with Corona SDK: my method
by Mekersa David [11.05.12]
Using my 20 years experience of programming, management, ... whatever... I decided to share a method (my method) to learn a new programming language (and/or SDK) and create a game in a timely manner. Two months in this example...
Programming, Smartphone/Tablet
 
1
What Was I thinking? The Existential Cognitive Dissonance Of Updating Old Code
by Steve Fulton [11.03.12]
Updating old code, especially code I have not touched in nearly a decade is like a ride in a time machine. A really crappy time machine that only highlights my mistakes makes me feel like an idiot.
Programming, Indie
 
 
Developing extension packages for Visual Studio 2005/2008/2010/2012 using C# with real-life samples
by Andrey Karpov [11.02.12]
Нow to develop plugins in C# for the Visual Studio 2005/2008/2010/2012 development environment.
Programming, Indie
 
 
PAID WORK: Create a simple, customizable Chess game on Facebook using Unity.
by Luis Blondet [10.31.12]
The game is for 2 players or 1 player VS AI and has a top-down view.
Programming, Social/Online

Programming Jobs

  Avalanche Studios — New York City, NY, USA
[11.08.12]
Senior Tools Programmer, New York

Programmer / Engineer, Console / PC Games
 
 
Avalanche Studios — New York City, NY, USA
[11.08.12]
Senior Graphics Programmer, New York
We have a solid reputation for producing great looking open-world games and this is a great opportunity for the candidate who wants to play an instrumental role on a small team developing our next-generation graphics engine. You will be responsible for designing, developing and maintaining both high level and low level graphics-related systems within the Avalanche Engine. We are in particular looking for a render generalist with an aesthetic eye.
Programmer / Engineer, Console / PC Games
 
Activision — Vancouver, BC, CAN
[11.08.12]
Sr. Online Systems Programmer
Headquartered in Santa Monica, California, Activision is a leading worldwide developer, publisher and distributor of video games. Our company has created, licensed and acquired a group of highly recognizable brands that it markets to a growing variety of consumer demographics. We are seeking individuals who will participate and contribute to our growth, and who will enjoy our fun, dynamic and highly focused business environment.
Programmer / Engineer
 
Sony Computer Entertainment America LLC — San Francisco, CA, USA
[11.08.12]
Senior Graphics Engineer
Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America LLC (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PS one™ console, the PlayStation®2 and PlayStation®3 computer entertainment systems and the PlayStation Portable (PSP™).
Programmer / Engineer
 
The Workshop — Marina del Rey, CA, USA
[11.07.12]
Sr. Programmer (Generalist)
Want to make a big difference? We're interested in you. We wanted motivated people with a passion for making games. Want to work on something we're not pursuing right now? We're open to that. Our employees work here full time, but also work on side projects they're interested in; we don't make a claim on your side work. Work/Life balance? We work during the day, so we can go home at a reasonable time. We don't schedule OT, we basically don't work weekends, and we *never* work 7 days in a row.
Programmer / Engineer
 
A2Z Research and Development — Lake Forest, CA, USA
[11.07.12]
Game Development Engineer

Programmer / Engineer
 
A2Z Research and Development — Lake Forest, CA, USA
[11.07.12]
Game Development Engineer in Test

Programmer / Engineer, QA / Tester
 
Cryptic Studios — Los Gatos, CA, USA
[11.07.12]
Infrastructure Programmer

Programmer / Engineer, Console / PC Games, Social / Online Games
 
Retro Studios — Austin, TX, USA
[11.07.12]
Contract Designer - Level 2 or 3

Art / Animation, Programmer / Engineer
 
Darkside Game Studios — Coral Springs, FL, USA
[11.07.12]
Mid to Senior Programmer

Programmer / Engineer

UBM Tech