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Game Coder Magazine 05/2012

May 21, 2012


Game Coder Magazine Magazines admin Comments Off
GCM 05

GCM 05

 

Bending Collision Detection to Your Will
by Kjell ‘t Hoen
There are quite a few tips and tricks to get the detection to work flawlessly and to bend it to your will. In the following author will share some of these tips and tricks to make your life easier, as a programmer or for the level designers of your team. With this article we’ll show some ways how to use collision detection to fake physics, actual collision detection or game world-rules.

The Next Level
by Jonathan Beebe
When you hear the world ‘level’ (as it relates to gaming), what’s the first thing that comes to mind? For the author, the term brings back fond childhood memories of playing classics such as Super Mario Bros. on the NES. It reminds me of how the game was separated into several smaller chunks―known as levels―many of which I still remember to this day despite having not played the game in several years. That same period of time is also the first time I’ve ever heard the word used in the world of gaming.

Preparing For The Future of Cloud Gaming
by Shu Shi
The cloud gaming service has a lot of advantages. First, game players need no more gaming hardware, but only a broad-band network connection to enjoy the most advanced 3D video games on PC, Mac, or the big screen TV with STB (Set-Top Box). Second, the game developers need not to worry about the system platforms used by game players but customize the game only for the cloud server.

Designing Scalable MultiplayerOnline Games
by Frank Glinka, Sergei Gorlatch, Dominik Meilaender, and Alexander Ploss
The current practice of scalable game development usually relies on reusable game engines, e.g., BigWorld, or the know-how of developers by employing low-level programming and networking tools. The latter makes it quite an expensive, time-consuming and risky endeavor, while the former includes costly license fees and is rather inflexible for various game genres. This article describes a high-level development approach which provides more support to the game developer than using only a communication middleware, but does not constitute a complete game engine.

OCCT Tutorial
by Andrey Betenev, Dmitri Bobylev and Anton Tyupin

Open CASCADE Technology is a collection of C++ libraries freely available in open source and providing services for 3D surface and solid modeling, visualization, data exchange and rapid application development. Open CASCADE Technology can be best applied in development of specialized CAD/CAM/CAE applications. The typical applications built with help of OCCT are pre- and post-processors for finite element analysis software, CNC/CMM path generators, numerical simulation programs, etc.

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