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Make it easier to get finished: Interview with John Romero, developer of Doom

Reading time 12 min
Views 5.8K
At the last Tech Train IT festival, we met the legendary John Romero, who designed and developed the iconic Wolfenstein 3D, Doom, and Quake. We talked about whether game developers need soft skills, which working tools to pay attention to, and which co-founder of Id Software's favorite toys are. Questions were asked by Nikita Tsaplin, the founder of RUVDS.


→ Text and video in Russian
Total votes 26: ↑25 and ↓1 +24
Comments 0

PVS-Studio Usage when Checking Unreal Engine Projects on the Windows OS

Reading time 10 min
Views 1K

Picture 2

This article focuses on the specifics of checking Unreal Engine projects with the PVS-Studio static analyser on the Windows operating system: how to install the analyser, check a project, where and how to view an error report.
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Total votes 32: ↑29 and ↓3 +26
Comments 1

How to set up PVS-Studio in Travis CI using the example of PSP game console emulator

Reading time 11 min
Views 670

PPSSPP

Travis CI is a distributed web service for building and testing software that uses GitHub as a source code hosting service. In addition to the above scripts, you can add your own, thanks to the extensive configuration options. In this article we will set up Travis CI for working with PVS-Studio by the example of PPSSPP code.
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Total votes 26: ↑24 and ↓2 +22
Comments 0

PVS-Studio Looked into the Red Dead Redemption's Bullet Engine

Reading time 10 min
Views 4.5K
Picture 4

Nowadays there is no need to implement the physics of objects from scratch for game development because there are a lot of libraries for this purpose. Bullet was actively used in many AAA games, virtual reality projects, various simulations and machine learning. And it is still used, being, for example, one of the Red Dead Redemption and Red Dead Redemption 2 engines. So why not check the Bullet with PVS-Studio to see what errors static analysis can detect in such a large-scale physics simulation project.
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Total votes 34: ↑31 and ↓3 +28
Comments 0

Almost Perfect Libraries by Electronic Arts

Reading time 4 min
Views 5.6K
Our attention was recently attracted by the Electronic Arts repository on GitHub. It's tiny, and of the twenty-three projects available there, only a few C++ libraries seemed interesting: EASTL, EAStdC, EABase, EAThread, EATest, EAMain, and EAAssert. The projects themselves are tiny too (about 10 files each), so bugs were found only in the «largest» project of 20 files :D But we did find them, and they do look interesting! As I was writing this post, we were also having a lively discussion of EA games and the company's policy :D

Picture 1

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Total votes 24: ↑22 and ↓2 +20
Comments 0

The one who resurrected Duke Nukem: interview with Randy Pitchford, magician from Gearbox

Reading time 38 min
Views 3.6K
RUVDS and Habr continue the series of interviews with interesting people in IT field. Last time we talked to Richard «Levelord» Gray, level designer of popular games Duke Nukem, American McGee’s Alice, Heavy Metal F.A.K.K.2, SiN, Serious Sam, author of well-known «You’re not supposed to be here» phrase.

Today we welcome Randall Steward «Randy» Pitchford II, president, CEO and co-founder of Gearbox Software video game development company.

Randy started in 3D Realms where contributed to Duke Nukem 3D Atomic Edition and Shadow Warrior. Then he founded Gearbox Software and made Half-Life: Opposing Force, which won D.I.C.E in 2000. Other Gearbox titles include Half-Life: Blue Shift, Half-Life: Decay, Counter-Strike: Condition Zero, James Bond 007: Nightfire, Tony Hawk's Pro Skater 3, Halo: Combat Evolved and of course Borderlands.

The interview team also includes editor of Habr Nikolay Zemlyanskiy, Richard «Levelord» Gray, Randy’s wife Kristy Pitchford and Randy’s son Randy Jr.


Total votes 33: ↑32 and ↓1 +31
Comments 0

Making games is [not] hard. Looking back at small mobile project on Unity3D

Reading time 11 min
Views 2.4K
When you have an idea of a new game mechanic, or even flash of interesting concept — soon you'll be obsessed about it with an immense urge to start doing something already. Sometimes you write such ideas down somewhere and bring them a chance to ignite full development cycle later. But I've stumbled upon the opposite action. My current game became this giant monster eating finance and time, and grown much bigger than I ever thought. So, I've needed to put it back for a while. But I could not sit without game development, and in my free time I've started to work on my new project! Plus that one was quite different from the previous ones, because I've decided to target mobile. If you are interested in how this project was done, from a small idea to the final release, then let's dive into it!


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Total votes 17: ↑15 and ↓2 +13
Comments 0

Cataclysm Dark Days Ahead: Static Analysis and Roguelike Games

Reading time 10 min
Views 4.5K
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You must have already guessed from the title that today's article will be focusing on bugs in software source code. But not only that. If you are not only interested in C++ and in reading about bugs in other developers' code but also dig unusual video games and wonder what «roguelikes» are and how you play them, then welcome to read on!
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Total votes 25: ↑25 and ↓0 +25
Comments 0

«Non-Blockchain Games Involving Money Must Die»

Reading time 4 min
Views 1.7K


Dmitry Pichulin, known under the nick «deemru», won the game Fhloston Paradise, developed by Tradisys on the Waves blockchain.

The winner of Fhloston Paradise was supposed to be the player paying the very last stake during a 60-block period, before any other player could pay their stake and reset the counter to zero. The winner would collect all stakes paid by other players.

Dmitry's winning recipe was the bot Patrollo, which he created. The bot paid just eight 1 WAVES stakes for Dmitry and eventually won him 4,700 WAVES ($13,100). In this interview, Dmitry discusses his bot and prospects of blockchain games.

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Total votes 21: ↑17 and ↓4 +13
Comments 0

My and my girlfriend’s first video game. Development with Unity. Part 1

Reading time 7 min
Views 5.4K
If not to take into account releases for Android and a dozen of abandoned projects just before they were ready, then yes, it is our first game appropriate for more than one platform. How did it all start? Very simply. We worked on another project, let’s call it “project A”, and we’d been working on it for a long time when we decided to make a game during a couple of months and use it to train our marketing skills, and then immediately release our “project A” when we would be more experienced in the promotion of games. But the plan failed and “project A” was kept untouched for the whole year. But this story isn’t about “project A”, it’s about a logical game called «Cubicity: Slide puzzle».


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Total votes 17: ↑16 and ↓1 +15
Comments 5

Levelord, an Ordinary Moscow Resident: Interview with the Creator of Duke Nukem

Reading time 20 min
Views 6.1K
RUVDS together with Habr.com continues the series of interviews with interesting people in computer field. Previously we met Boris Yangel, who heads AI development of Yandex’s Alice voice assistant.

Today we bring you an interview with Richard (Levelord) Gray — level designer of such legendary games as Duke Nukem, American McGee Alice, Heavy Metal F.A.K.K.2, SiN, and Serious Sam. And he is the one who coined the famous phrase «You are not supposed to be here». Richard was born and spent most of his life in USA, but several years ago he moved to Moscow to his russian wife and daughter.

These who speak to Richard are Nick Zemlyanskiy, editor of Habr.com, and Nikita Tsaplin, co-founder and managing partner of RUVDS company.


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Total votes 31: ↑30 and ↓1 +29
Comments 11

Designing Sound for Pathfinder: Kingmaker

Reading time 16 min
Views 3.2K


Pathfinder: Kingmaker (PF:K for short) is a role-playing video game created by Owlcat Games, released in Fall 2018 on Steam and GoG. Inspired by classic Bioware games, this project uses a popular board game system ruleset, combat takes place in Real-Time with Pause, follows an isometric camera, and has a non-linear story with multiple unique endings.


In this article, I will share a little about how we worked on designing the audio throughout the game’s development including task management, the search for inspiration, and troubleshooting. An experienced specialist may not find anything particularly groundbreaking in this recap, but beginners and enthusiasts will definitely discover some points of interest.

Total votes 32: ↑32 and ↓0 +32
Comments 0

Valentine's Day Application on Libgdx

Reading time 7 min
Views 3.7K

Every year there are a lot of articles dedicated to Valentine's Day. I also decided to get involved in this topic and create something original and unusual. The idea was to create a simple Android application with hearts that would have their physical models and interact with each other. Then I added text, sounds, particles and some other effects. The resulting app was working and quite original! In this article I will describe the creation process, as well as the capabilities and pitfalls of the libgdx library.


Valentines Day Hearts.

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Total votes 24: ↑22 and ↓2 +20
Comments 3

Videogame monsters: how to sow fear

Reading time 4 min
Views 3.2K

In video games, enemies are one of the key figures, without which a game might lose its meaning, and when it’s not only enemies, but terrifying monsters, they often create the chilling atmosphere intended by the developers. It’s impossible to imagine Silent Hill without the Pyramid Head, or Outlast without Chris Walker, and so on, you get the idea. Monsters are a cumulative image of a video game enemy, and it’s not necessarily an ugly demon or a giant spider: even an angry neighbor, like in Hello Neighbor, is a monster despite his human appearance.

This is where the reader probably asks:


what’s the point of this article?
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Total votes 12: ↑12 and ↓0 +12
Comments 0

Teaching kids to program

Reading time 6 min
Views 2.3K

Hi. My name is Michael Kapelko. I've been developing software professionally for more than 10 years. Recent years were dedicated to iOS. I develop games and game development tools in my spare time.


Overview


Today I want to share my experience of teaching kids to program. I'm going to discuss the following topics:


  • organization of the learning process
  • learning plan
  • memory game
  • development tools
  • lessons
  • results and plans
Total votes 20: ↑19 and ↓1 +18
Comments 2

A bot for Starcraft in Rust, C or any other language

Reading time 12 min
Views 43K

StarCraft: Brood War. This game means so much to me! And to many of you, I guess. So much, that I wonder if I should even give a link to its page on Wikipedia or not.


Once Halt sent me PM and offered to learn Rust. Like any ordinary people, we decided to start with hello world writing a dynamic library for Windows that could be loaded into StarCraft's address space and manage units.


The following article will describe the process of finding solutions and using technologies and techniques that will allow you to learn new things about Rust and its ecosystem. You may also be inspired to implement a bot using your favorite language, whether it be C, C++, Ruby, Python, etc.

Ready to roll out!
Total votes 45: ↑44 and ↓1 +43
Comments 3
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