Game

Showing 1-9 of 16 results
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Haxe Review: Haxe 4 Features and Strengths

By Kevin Bloch

The quietly growing number of serious Haxe projects have something new to contend with: the first major compiler release in over three years. What does Haxe 4 bring to the table?

10 minute readContinue Reading
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Mastering 2D Cameras in Unity: A Tutorial for Game Developers

By Mihai Cozma

Camera systems are very important in conveying the right atmosphere in video games. When developing games, even 2D ones, advanced cameras should be your tool of choice. In this article, Toptal engineer Mihai Cozma shows us how to build a modular camera system for 2D platform games using some simple components in Unity that can be easily extended to 2.5D or even 3D games.

10 minute readContinue Reading
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Google Cardboard Overview: VR On The Cheap

By Nermin Hajdarbegovic

Google Cardboard was envisioned as the cheapest Virtual Reality (VR) solution on the planet, and at this point, nothing else comes close in terms of pricing. However, the low price did not bring about mass adoption, and Google's Android-based VR platform is nothing more than a tech curiosity at this point. In this post, Toptal Technical Editor Nermin Hajdarbegovic leverages his extensive experience in the graphics industry to explain what’s keeping Cardboard VR down, and what the platform needs to attract more users, investment, and development.

20 minute readContinue Reading
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Ultimate Guide to the Processing Language Part II: Building a Simple Game

By Oguz Gelal

Processing makes prototyping visual apps a breeze. With its easy to use programming constructs and some mathematics, building a simple game is a lot easier than one may think. In this article, Toptal engineer Oguz Gelal provides a step-by-step tutorial to building a game using Processing and porting it to the web.

19 minute readContinue Reading
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Ultimate Guide to the Processing Language Part I: The Fundamentals

By Oguz Gelal

Rapid prototyping and the ability to produce quick visual results are features of many programming languages and frameworks. However, some take it even further by making these their primary goals. Processing, a programming language based on Java, allows its users to code within the context of visual arts and has been designed from the ground up to provide instant visual feedback. In this article, Toptal engineer Oguz Gelal provides a gentle introduction to Processing and some insights into its inner mechanics.

20 minute readContinue Reading
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Taming WebRTC with PeerJS: Making a Simple P2P Web Game

By Mahmud Ridwan

WebRTC has opened doors to all kinds of new peer-to-peer web applications and games that can run in the browser without the need of additional plugins. However, being a relatively new technology, it still poses some unique challenges to developers. PeerJS aims to tackle some of those challenges by providing an elegant API and insulating developers from WebRTC’s implementation differences. In this article, Toptal engineer Mahmud Ridwan provides an introductory tutorial to building a simple, peer-to-peer web game using PeerJS.

8 minute readContinue Reading
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Unity With MVC: How to Level Up Your Game Development

By Eduardo Dias da Costa

In this article I’ll relate my experience with the popular Unity game development platform and the Model-View-Controller (MVC) pattern for game development. In my seven years of development, having wrestled with my fair share of game dev spaghetti, I’ve been achieving great code structure and development speed using this design pattern.

15 minute readContinue Reading
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Introducing Battlescripts: Bots, Ships, Mayhem!

By Mahmud Ridwan

Programming is about having fun and enjoying the process of creating something cool. That is why we decided to build a bot-vs-bot game platform around Battleship and make it open source. In this article, we take a look at the code and mechanics of the extensible engine behind this platform.

10 minute readContinue Reading
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Video Game Physics Tutorial - Part III: Constrained Rigid Body Simulation

By Nilson Souto

In Part I of this three-part series, we saw how the free motion of rigid bodies can be simulated. In Part II, we saw how to make bodies aware of each other through collision and proximity tests. Up to this point, however, we still have not seen how to make objects truly interact with each other. The final step to simulating realistic, solid objects, is to apply constraints, defining restrictions on the motion of rigid bodies. In this article, we'll discuss equality constraints and inequality constraints. We'll describe them first in terms of a force-based approach, where corrective forces are computed, and then in terms of an impulse-based approach, where corrective velocities are computed instead. Finally, we'll go over some clever tricks to eliminate unnecessary work and speed up computation.

25+ minute readContinue Reading

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