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Showing posts with the label gamedev

Fyrox Game Engine Reaches Version 1.0.0

  Fyrox, the game engine written in Rust, reaches its first stable version,1.0.0, after 7 years in the making and numerous development releases. Fyrox is a feature-rich, general-purpose 2D and 3D game engine written entirely in Rust. Formerly known as rg3d, the engine represents a long-term development effort that culminated in its stable 1.0.0 release in March 2026. https://www.i-programmer.info/news/144-graphics-and-games/19015-fyrox-game-engine-reaches-version-100.html

Melonjs - Browser Based 2D Game Engine

  melonJS is an open-source, lightweight HTML5 game engine designed for building 2D and 2.5D games using JavaScript and TypeScript. The framework offers a Canvas2D-inspired API that simplifies rendering while providing a powerful WebGL backend with automatic fallback capabilities. https://www.i-programmer.info/news/167-javascript/18949-melonjs-browser-based-2d-game-engine.html

Open 3D Engine-Next Gen Game Development

  Open 3D Engine, or O3DE for short, is a state of the art open source game dev engine. Its Foundation, O3DF in cooperation with the Rochester Institute of Technology, announced the funding of a team of students who will build a commercial game with 03DE, in an attempt to shape the game development landscape of the future. https://www.i-programmer.info/news/144-graphics-and-games/16401-open-3d-engine-next-gen-game-development.html

Stride3D - Life beyond Unity?

  Stride is an opensource C# game engine for realistic rendering and VR. With the recent Unity turmoil can it become a valuable replacement? Let's find out. Stride3D, as said, is open source and at the same time highly modular. It also comes with its own editor that allows you to create and manage the content of your games or applications visually. Of course, it is programmable under C#. full article on i-programmer: https://www.i-programmer.info/news/144-graphics-and-games/16120-stride3d-life-beyond-unity.html

Memorial University's Intro to Game Programming

 Sub-titled, "Make your own 2D game engine using C++ and ECS". This is a course for students interested in learning the fundamentals of game programming and game engine architecture. The full course taught by Professor David Churchill is being made available for free on YouTube. I say 'is being' and not 'has been' because it is ongoing with two lectures per week being recorded and posted online. As of writing this piece, the first 10 are available, of a total of 23. In it you learn game programming and more specifically how to make your own 2D game engine using C++ and ECS. But first of all what is ECS? ECS is an architecture for making Games and stands for Entity Component System: full article on i-programmer: https://www.i-programmer.info/news/150-training-a-education/15809-memorial-universitys-intro-to-game-programming.html

LWJGL - The Lightweight Java Game Library Version 3.3 Released

 After more than two years, the long-awaited release of this open source library is finally here, and with a lot to offer. Per the the project's official definition , LWJGL is: a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan) , audio (OpenAL) and parallel computing (OpenCL) applications. The part to note in this definition is that LWJGL provides access to native APIs through Java. That it is a wrapper over the APIs doesn't mean that you should not be familiar with the semantics of the underlying API. Hence to get the most out of LWJGL a good understanding of the native APIs is essential too. full article on i-programmer: https://www.i-programmer.info/news/80-java/15041-lwjgl-the-lightweight-java-game-library-version-33-released.html  

Cooperative AI Beats Humans at Quake CTF

Who said that only humans can collaborate? AI not only managed to break this barrier too, but it also managed to beat humans at their very own game. Fun aside, Capture the Flag competitions are difficult to win even for humans. In a competition like this, each competing team comprising of two or more teammates occupies a basecamp identified by a distinct flag. The team has to protect its flag at all cost, but at the same time capture and hold the other teams' flags in order to win the competition. It's the exact same thing happening when a country gets conquered, the winner folding the home flag to replace it with its own symbol. In tech slang, that's the definition of 'owned'. full article on i-programmer

How Much Gameplay Can You Pack In Just 13K?

Given our expectations of Xbox games, you might consider writing a game within a 13K limit, which is the challenge for the annual js13K competition far too restrictive. Its results are now out and prove that it is possible to produce a game that is fun to play.  Back in the tape loading days and on platforms the likes of Commodore64 games came in sizes of 4K or less. As proof of concept, here's a list of a few such 4K titles, copied over from Lemon64 's archive: Alien Sidestep Bug Crusher Dot Gobbler Close Encounters Dot Gobbler v2 Gridrunner Laser Cycles Marios Brewery Space Action Space Ricoshay Tank Wars Hesmon64 Retro Ball  Fast forward to now, at a time when Javascript's eating the world by making all sorts of applications or  games available to everyone through the medium of the browser, rendering the need of dedicated platforms and Operating systems obsolete, 13K is sufficient enough to pack both gameplay AND cool graphics due to the...

Jumpstart Your Career In Game Development With Udemy

If you dream about creating the next blockbuster game that goes viral and makes your fortune, Udemy offers two courses that could help you make a start. One introduces the Unity engine while the other targets Unreal we have a special offer for both of them. Nowadays, to start from scratch, combining libraries and resources to make your own gaming engine, is both unusual and extravagant. Instead it's customary use large frameworks comprised of libraries, sources, assets and IDEs to tap into readily available and highly performant infrastructure and take it from there. Of course there are exceptions to the rule as we found out in this interview with Eugeny Butakov , creator of the successful mobile game, Psebay. If you want to follow the route of using a proprietary games engine, then Learn to Code by Making Games - The Complete Unity Developer  and The Unreal Engine Developer Course - Learn C++ & Make Games  will be of interest, and I Programmer readers ca...

How To Create A Viral Mobile Game - interview with Eugeny Butakov of Psebay

Don't we all dream of a hit game? The reality is all too often different, but it can be done. Here we find out how from Eugeny Butakov, creator of the successful mobile game, Psebay. This interview takes an in depth look at the mobile gaming scene and examines a range of aspects of game development from the tools used to issues such as monetization, distribution and piracy. We wanted the perspective of the developer, who as lone individual started from scratch, but managed to create a game that went viral.That individual is Eugeny Butakov from Russia with his trials motorcycle riding game, Psebay . full article on i-programmer