Pages Wanted

From GPWiki

Files:GUITutorial_warn.gif The Game Programming Wiki has moved! Files:GUITutorial_warn.gif

The wiki is now hosted by GameDev.NET at wiki.gamedev.net. All gpwiki.org content has been moved to the new server.

However, the GPWiki forums are still active! Come say hello.

This page serves as a master list of all "wanted" pages. If theres a specific tutorial you'd like to see on the wiki but which doesn't exist yet, add your item to the list below! But please add the date and your signature beside your request.


Contents

Community Wiki programming

Game Engine Projects

  • I think it would be a good idea to use "wiki power" to write a game using the gpwiki. For example people edit a wiki page containg the source code to the game! Users can then freely post changes and updates to the code at their leisure. And no one programmer will need to take on such a large task. But I recommend a smaller game project like say a breakout game.
This has been started: VBNET:WikiCompiler

Language Agnostic

Graphics

  • 3D Texture Mapping
  • DirectX8 3D animation from an X file

AI/Algorithms

  • Overview of different AI techniques used in games (non-source code overview).
  • Spaceship Combat AI
  • Team AI/Flocking (similar to Half-Life and Half-Life 2)
  • State machines for managing game agent AI
  • Rule-Based AI System - Rule-Based-AI
  • Reinforcement Learning in Game AI
  • Fuzzy Logic for Game AI
  • Machine Learning in Games
  • Physics in platform / tile games (Inertia/Gravity/Friction)

Shaders

(? http://opengl.org/documentation/glsl/ )
  • How to load and use shader files with OpenGL/SDL
  • Just about anything involving shaders
  • Demonstrate how to set sampler and renderstate properties using HLSL so they do not have to be written in code
  • How to access and use HLSL varibles within shader *.FX files

Engine Design

  • State machines for managing game states

C/C++

DirectX 9.x

  • How to set up a DX9 project
  • How to display a sprite
  • How to play a sound
  • How to get Keyboard Input
  • How to get Mouse Input
  • Collision Detection with source code

ClanLib

  • Displaying a Sprite with ClanLib
  • Playing Sounds with ClanLib

ParaGUI

  • Basic tutorial(s) on getting ParaGUI up and running.

Agnostic DirectX

  • What are swap chains, what idea are they encapsulating? Or are they hardware thing? I'm using them (for a map editor that has several Directx enabled child forms) because I have to but I don't why they work.

Visual Basic

  • I'd like to see one specific tutorial - about how to draw picture stored in StdPicture using windows API (BitBlt or StrBlt). I tried just BitBlitting it with passing StdPicture.Handle as srcHDC, but it doesn't work.

Could anyone write about it, please? stdpicture bitblt tutorial

VB.NET

DirectX 9.x

  • Quaternions - Quaternions (Not Dx9 specific)
  • Basic stencil buffering
  • Basic environment mapping
  • Sprites both with the sprite class and vertexbuffers drawing point points with point size
  • Exporting and loading mesh data out from 3DS MAX / gMAX
  • Exporting material data from 3DS MAX / gMAX
  • Skinned mesh example
  • Using the texture matrix
  • Understanding billboarding
  • How to create a screen saver
  • How to create and use a render to texture

Java

  • More Java game programming tutorials would be nice! Stuff like using OpenGL in Java for example.
  • Programming for cellphones

Web Based Game Development

(? ajax framework seems to be incredible piece for gui)

  • As I browse the growing collection of Game Programming books at the local books store I fail to find any that deal with the broader concept of game design unassociated with a specific medium. I see plenty aimed at 3D engines, 3D studios, Flash MX games, ... anything with a graphical engine.
  • Web based game programming techniques
  • Database selection (task/role), design
  • Selecting your scripting language
  • Game interface design for the browser
  • Tip & Tricks
  • Security
  • Affiliate services; Vote and get a in-game incentive

Game Mechanics

  • Discussion on a games:
  • How do you program turn based strategy games like Final Fantasy( or at least the combat system)?
  • Combat calculations
  • Doing the math behind Player A attacks Player B
  • Implementing: Battle order (initiatives), armor ratings, to-hit, damage, evade, parry.
  • Loot tables for specific encounters


I added a stub article on Game Mechanics because I've been looking for formulas for my own RPG, but found out I'm going to have to come up with my own. The stub will try to go through the game mechanics of an RPG, and my coding snippets are in Visual Basic.NET. If we can add to that stub, I can see mechanics for First Person Shooters, Real Time Strategies, etc in the future, if we think the articles is viable to GPWiki :) --SungKwon 10:06, 26 April 2007 (EDT)

Game Engines

well torque for one

  • Engine Specific Tutorials (NOTE: Many of the of the Game Engines contain a sub-heading 'Tutorials' which contain what you need - Chris Walker)
  • Game engine structure (How to create a good 3D game engine) --EXt 21:01, 26 January 2006 (EST)

Game programming in schools

Page on the educational use of gameprogramming linked from the homepage Tony Forster contact www.freewebs.com/schoolgamemaker

Other

  • A tutorial for a system for replacing nested loops in code so that the loop is only run thru once. For example In a game engine you may have a loop that process all game objects for phisics. But you may also have a second duplicate loop for performing AI or something else. IE: You are processing the same set of objects twice or more. I have been trying to think of a easy way to do this but have run into problems.
Nested loops are not the same as duplicated loops, BTW. You could do it by taking a tuple of functions and an iterator range in C++ or something quite similar in a functional language. It'd be doable with Boost.Tuple and Boost.Preprocessor, but it wouldn't be worth the effort, I don't think. In a functional language it wouldn't be hard, but I doubt you're using a functional language for game programming. --pfeilspitze 22:31, 10 May 2006 (EDT)