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Game development

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Technical Game Design. Configs, balance and content in the example of PC strategy

Level of difficulty Medium
Reading time 13 min
Views 591
Game development *Unity3D *Game testing *Unreal Engine *Game design *
Case
Translation

One of the common tasks that both beginners and experienced game designers face is describing a large amount of content to pass its parameters to the engine. This is not an easy task, given that it is very difficult to find materials on the technical aspects of game design. Well, let’s figure out how to transfer data to the engine.

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Total votes 2: ↑2 and ↓0 +2
Comments 1

Unity: What is a Coroutine and why is there an IEnumerator

Reading time 5 min
Views 8.2K
.NET *Game development *C# *Unity3D *
Translation

The title of the article is a question I was asked in an interview for a Middle position. In this article, we will look at Unity coroutines, what they are, and at the same time we will capture the topic of Enumerator \ Enumerable in C # and a little secret of foreach. The article should be very useful for beginners.

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Total votes 1: ↑1 and ↓0 +1
Comments 0

Unity: Selecting and uploading files by user on WebGL assembly

Reading time 7 min
Views 3.8K
Website development *Game development *Unity3D *WebGL *
Tutorial
Translation

In this article, we will look at a way to give the user the ability to upload any files, such as textures. And let's touch on the topic of launching JS functions from C# within Unity. As a result, we will get a script that, by calling just one function, will open a window for selecting files.

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Rating 0
Comments 2

Blood, sweat and pixels: releasing a mobile game with no experience

Reading time 12 min
Views 2.9K
«Лаборатория Касперского» corporate blog Information Security *Game development *
In January 2022, we, at Kaspersky, released our first mobile game – Disconnected. The game was designed for companies that want to strengthen their employees’ knowledge of cybersecurity basics. Even though game development is not something you would expect from a cybersecurity company, our motivation was quite clear – we wanted to create an appealing, interactive method of teaching cybersecurity.



Over our many years of experience in security awareness and experimentation with learning approaches (e.g. online adaptive platforms, interactive workshops and even VR simulations), we’ve noticed that even if the material is presented in a highly engaging way, people still lack the opportunity to apply the knowledge in practice. This means that although they are taking in the information, it won’t necessarily be applied.
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Total votes 7: ↑7 and ↓0 +7
Comments 0

ECS: under the hood

Reading time 6 min
Views 4.5K
Game development *C# *Unity3D *
Translation

This is the translation of my article about ECS. Original (in Russian).

ECS (Entity Component System) is an architectural pattern used in game development.

In this article, I am going to describe some of the general principles of ECS frameworks' inner workings and some of the problems I have faced during the development of my own.

When I first started learning about ECS everything seemed wonderful, but only in theory. I needed some real practice to make sure that all that they were saying about ECS was true.

I’ve tried different frameworks with different engines and programming languages. Mostly it was the gorgeous EnTT framework that I used with the Godot engine and LeoECS with Unity. I haven’t tried Unity’s native ECS from DOTS because it was rather unpolished at the time I was starting.

After a while, I got enough practical experience with ECS but it was still unclear to me how all this magic works under the hood. There are a few good blogs about ECS development (https://skypjack.github.io/ from the author of EnTT and https://ajmmertens.medium.com/ from the author of Flecs) but none of them gave me enough understanding about how they are implemented. So eventually, following Bender’s example, I decided that I’m gonna make my own ECS =)

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Total votes 2: ↑2 and ↓0 +2
Comments 0

Thanks, Mario, but the code needs fixing — checking TheXTech

Reading time 12 min
Views 856
PVS-Studio corporate blog Open source *C++ *Game development *

It's cool when enthusiastic developers create a working clone of a famous game. It's even cooler when people are ready to continue the development of such projects! In this article, we check TheXTech with PVS-Studio. TheXTech is an open implementation of the game from the Super Mario universe.


0889_TheXTech/image1.png

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Total votes 3: ↑3 and ↓0 +3
Comments 0

How the Carla car simulator helped us level up the static analysis of Unreal Engine 4 projects

Reading time 17 min
Views 1.1K
PVS-Studio corporate blog Programming *C++ *Game development *Unreal Engine *

One of the mechanisms of static analysis is method annotations of popular libraries. Annotations provide more information about functions during errors detecting. CARLA is an impressive open-source project in C++ that helped us implement this mechanism to our analyzer. Subsequently, the simulator became a test-target for the improved PVS-Studio static analyzer.


0888_Carla/image2.png

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Total votes 1: ↑1 and ↓0 +1
Comments 0

12 Tech Trends Every Java Developer Must Learn To Win The Game In 2021

Reading time 7 min
Views 8K
Java *Development of mobile applications *Game development *Game design *Software

The previous year has been very distressing for businesses and employees. Though, software development didn’t get so much affected and is still thriving. While tech expansion is continuing, Java development is also going under significant transformation.

The arrival of new concepts and technologies has imposed a question mark on the potential of Java developers. From wearable applications to AI solutions, Java usage is a matter of concern for peers.

Moreover, it is high time that developers enhance their skills as to the changing demands of the industry. If you are a Java developer, surely you too would be wondering what I am talking about what things you should learn.

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Rating 0
Comments 3

Free Heroes of Might and Magic II: Open-Source Project that You Want to Be Part of

Reading time 8 min
Views 3.7K
PVS-Studio corporate blog Open source *C++ *Game development *

Recently we found out that the new version of the fheroes2 project was released. In our company there are many fans of Heroes of Might and Magic game series. So, we couldn't pass it up and checked the project by PVS-Studio.

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Total votes 6: ↑6 and ↓0 +6
Comments 0

A bit about our currently nameless game company, and what we’re working on at the moment

Reading time 4 min
Views 1.3K
Game development *Unity3D *Game testing *Game design *Logic games

Hey everyone! I represent a game studio without a name, and the project we’re working on goes by the technical name of "CGDrone". I started writing this article earlier today, having tortured myself for ages with sketches, colours, algorithms and correcting bugs in rotations based on quaternions (the last one just about finished me off). You can probably understand I needed a break.

I’ve often come across stories people have posted online about how they made their game, the difficulties they faced, and the result they achieved at the end. Likewise, our team has its own story, and I’d like to share a bit about it.

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Total votes 2: ↑2 and ↓0 +2
Comments 0

Did It Have to Take So Long to Find a Bug?

Reading time 2 min
Views 1.7K
PVS-Studio corporate blog C++ *Game development *Development Management *
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Have you ever wondered which type of project demonstrates higher code quality – open-source or proprietary? Our blog posts may seem to suggest that bugs tend to concentrate in open-source projects. But that's not quite true. Bugs can be found in any project, no matter the manner of storage. As for the code quality, it tends to be higher in those projects where developers care about and work on it. In this small post, you will learn about a bug that took two years to fix, although it could have been done in just five minutes.
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Total votes 3: ↑2 and ↓1 +1
Comments 0

Amnesia: The Dark Descent or How to Forget to Fix Copy Paste

Reading time 14 min
Views 704
PVS-Studio corporate blog Open source *C++ *Game development *
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Just before the release of the "Amnesia: Rebirth" game, the vendor "Fractional Games" opened the source code of the legendary "Amnesia: The Dark Descent" and its sequel "Amnesia: A Machine For Pigs". Why not use the static analysis tool to see what dreadful mistakes are hidden in the inside of these cult horror games?
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Rating 0
Comments 0

Database using ScriptableObjects with save/load system

Reading time 5 min
Views 11K
Game development *Unity3D *
Translation

Introduction


Each game has data that game-designers work with. In RPG there is a database of items, in match-3 — the cost in the crystals of tools from the store, in action — hit points, for which medical kit heals.


There are many ways to store such data — someone stores it in tables, in XML or JSON files that edit with their own tools. Unity provides its own way — Scriptable Objects (SO), which I like because you don't have to write your own editor to visualize them, it's easy to make links to the game's assets and to each other, and with Addressables this data can be easily and conveniently stored off-game and updated separately.


In this article I would like to talk about my SODatabase library, with which you can conveniently create, edit and use in the game (edit and serialize) scriptable objects.

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Total votes 4: ↑4 and ↓0 +4
Comments 0

Checking the Code of XMage, and Why You Won't Be Able to Get the Special Rare Cards of the Dragon's Maze Collection

Reading time 13 min
Views 503
PVS-Studio corporate blog Open source *Java *Game development *
image1.png

XMage is a client-server application for playing Magic: The Gathering (MTG). XMage's development was started in early 2010. Since then, it has seen 182 releases, attracted an army of contributors, and it's still being actively developed even now. All that makes it a good reason for us to contribute to its development too! So, today the PVS-Studio unicorn is going to check the code base of XMage and maybe even get into a fight with some entities.
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Rating 0
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PVS-Studio and Continuous Integration: TeamCity. Analysis of the Open RollerCoaster Tycoon 2 project

Reading time 8 min
Views 580
PVS-Studio corporate blog C++ *Game development *DevOps *

One of the most relevant scenarios for using the PVS-Studio analyzer is its integration into CI systems. Even though a project analysis by PVS-Studio can already be embedded with just a few commands into almost any continuous integration system, we continue to make this process even more convenient. PVS-Studio now supports converting the analyzer output to the TeamCity format-TeamCity Inspections Type. Let's see how it works.
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Total votes 3: ↑1 and ↓2 -1
Comments 0

The Code of the Command & Conquer Game: Bugs from the 90's. Volume two

Reading time 13 min
Views 3.4K
PVS-Studio corporate blog Open source *C++ *Game development *C *
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The American company Electronic Arts Inc (EA) has opened the source code of the games Command & Conquer: Tiberian Dawn and Command & Conquer: Red Alert publicly available. Several dozen errors were detected in the source code using the PVS-Studio analyzer, so, please, welcome the continuation of found defects review.
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Total votes 4: ↑4 and ↓0 +4
Comments 1

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