Adding Particles and Turbulence to HAWKEN

GeForce Developer Stories, GameWorks

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. 

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Android Development: Using the Hardware Scaler for Performance and Efficiency

Tegra Developer Stories, Games and Graphics

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.

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Profiling OpenGL 4.2 with NVIDIA Nsight Visual Studio Edition 3.2

OpenGL Development, GameWorks

David Coombes, posted Oct 02 2013

Learn how to profile OpenGL 4.2 applications with Nsight Visual Studio Edition 3.1. This webinar shows how you can use Nsight Visual Studio Edition can be used to tune graphics applications.

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Learn How to Debug OpenGL 4.2 with NVIDIA® Nsight™ Visual Studio Edition 3.1: Video now Available

OpenGL Development, GameWorks

David Coombes, posted Sep 27 2013

If you didn't have the chance to attend our recent webinar on debugging OpenGL using Nsight Visual Studio or if you want to review the presentation video online you now can.

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Tegra Developer Stories: Bringing BurnZombieBurn to Android

Tegra Developer Stories, Games and Graphics

David Coombes, posted Sep 23 2013

TickTock Games recently ported the PS3 game BurnZombieBurn to Nvidia Shield.  In this article Arden Aspinall explains how they did it.

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