Monday was my first day working at our new startup, Subsonic LLC. We’re creating a new HTML5+WebGL game for the Chrome Web Store, based on the design our DigiPen game, Subsonic. We’ll be getting a blog put together soon so everyone can follow the development of the game over the next three months, with in-depth [...]
In the last article of the series, I explored how simple C structs can be used to build objects, including inheritance. In this article I will illustrate how class methods can be implemented in C.
The Gold submissions at DigiPen were due at the end of last week. Our game Subsonic made a strong impression, but not everything was rosy perfection. Here’s a look at what went right and what went wrong, and how you can avoid our mistakes in your own projects.
All games need the ability for designers and developers to edit the content used to make the game world. In many (if not most) games, the content editor is one or more purely external tools. There are however numerous advantages to using an in-game editor, not least of which is a potentially huge increase in [...]
Performance. The most important goal to many game developers is ensuring that their game reaches the highest levels of performance possible, in the hopes that an engine with sufficient efficiency will either allow the game designers to push the boundaries of the start of the art or to at least allow the game to run [...]
Lua is a popular scripting language in the games industry. It has an easy to use C API, a decently fast virtual machine, and as fully featured language environment. Unfortunately, as with all sufficiently advanced technologies, there are some things to watch out for when integrating Lua into your own game engine. The trickiest to [...]