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Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Oct 29 2013

Our ill-fated hero goes turbo-speed to escape the ever more tenacious Grimmy, slamming unfortunate bystanders in his way and making more unnecessary enemies in the process. Dedalord enhanced the game to take advantage of the power of Tegra 4. Mariano Merchante explains how they did it.

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Tags Game & Graphics Development

by David Coombes, posted Oct 18 2013

Winner of 10 E3 awards, HAWKEN is a Free-to-Play online FPS developed by Adhesive Games.  Built using the Unreal Development Kit (UDK), it features giant robots fighting in ruined futuristic cities.  HAWKEN uses PhysX particles and APEX Turbulence to create a more immersive and realistic experience for the player.  We talked to Johnny Costello of the NVIDIA PhysX Art Team to find out how it was done.

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Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Oct 04 2013

This is a great article on why and how to take advantage of the hardware scaler available on Android platforms. This advice also applies to PC game developers where rendering to smaller buffers is common practice for performance reasons. Developers may also consider a hybrid approach where they render the 3d elements of their scene to a reduced resolution back buffer, scale this to the intended display resolution and then render 2D user interface elements such as text at the final display...

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Tags Game & Graphics Development

by David Coombes, posted Sep 09 2013

Winner of 10 E3 awards, HAWKEN is a Free-to-Play online FPS developed by Adhesive. Built using the Unreal Development Kit (UDK), it features giant robots fighting in a ruined city.  The video below shows a HAWKEN demo level that we showed at GDC 2013 and other events. We designed it from the ground up to be completely destructible and support multiplayer. We used APEX Destruction to create buildings with walls that crumble, leaving thousands of GPU rigid bodies strewn about the level. Here...

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Tags Game & Graphics Development

by David Weller, posted Mar 28 2013

We know that GDC is a hectic time, and there is a lot of competition for your time when it comes to the many sessions at GDC. I'd like to suggest you hang out with us tomorrow in our sponsored sessions in the West Hall, Room 2002, as we have one of the best lineups we've had in years. Lets look at the lineup and you'll see why. 10am-11am: NVIDIA® Nsight™ Visual Studio Edition 3.0 - Catzilla Engine Development in DirectX 11 and OpenGL 4.2

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