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Linear algebra for game developers ~ part 1 - Wolfire Games Blog

http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/

When I posted about decals last week, a number of readers commented that they would be interested in posts about linear algebra as it applies to game development. I decided if I'm going to write about that, I might as well start at the beginning! This will be review to many of you who have written games before or taken classes in kinematic physics, so please bear with me for this introductory post -- I will get to more advanced topics later.
Tags: math, gamedev, programming, vector, development, tutorials, game, algebra, games, physics Saved by: admin

Why you should use OpenGL and not DirectX - Wolfire Games Blog
Most game developers have fallen under the spell of DirectX marketing, or into the whirlpool of vicious cycles and network advantages. It's time to throw off the veil of advertisements and buzzwords, and see what's really happening. If you use DirectX, you have to choose between using the weak, bloated DirectX 9 or sacrificing most of your user-base to use DirectX 10 or 11. On the other hand, if you use OpenGL, you get faster and more powerful graphics features than DirectX 11, and you get them on all versions of Windows, Mac and Linux, as well as the PS3, Wii, PSP, DS, and iPhone. You also get these features in the rapidly-developing WebGL standard, which may become the foundation for the next generation of browser games.
http://blog.wolfire.com/2010/01/Why-you-should-use-OpenGL-and-not-DirectX
Tags: opengl, graphics, programming, directx, microsoft, games, gamedev, api, gaming, 3d Saved by: admin

An Introduction to AI in Games from Phil Carlisle - Wolfire Games Blog
Every AI has a set of basic requirements. In the main, these can be broken down into a system for movement (often called pathfinding and/or locomotion) and a system for controlling agent logic. In general the AAA part of the games industry has settled on the use of a technique called navigation meshes, which basically offers a simplified version of the 3D world against which an algorithm called an A* search (or some variation thereof) can be used to determine potential movement space. A really nice explanation of WHY we've settled on navigation meshes can be seen in this article on Game / AI.
http://blog.wolfire.com/2010/01/An-Introduction-to-AI-in-Games-from-Phil-Carlisle
Tags: ai, programming, development, games, gamedev, game, tutorial, article, entrepreneurship, compsci Saved by: admin