Игростроение

Общие вопросы разработки игр и игровых движков.

Articles (39)

Info Guide #13 01 April 2021
ACNews #72 19 November 2018
Info Guide #12 31 December 2017
Info Guide #11 05 July 2015
Info Guide #08 30 November 2005
Gamedev - Tips for writing an arcade game.
DonNews #21 27 March 2005
THEORY AI - The arguments about the construction of artificial intelligence in games.
3Bit #01 03 January 2005
Programming - Game Making: Mad Killer shares his experience creating games for the ZX Spectrum.
Info Guide #06 03 December 2004
Gamedev - Gaming cycle - a cycle within which caused all the sub games.
Inferno #03 22 November 2002
Gamedev - WORM-255F. Python game code size of 255 bytes with the comments.
Adventurer #13 31 March 2002
Exchange of experience - How to write a 3D game such as DOOM.
Inferno #02 01 May 2001
Gameland - How to write a play. Volume 3. Part One.
IzhNews #06 29 August 2000
Password - the method of decrypting passwords for the games.
Insanity #07 17 August 2000
tea and mere mortals - CyberJack shows on your fingers how to write a simple game.
Born Dead #0E 19 December 1999
Spite of the day - How to (!) Do disc versions for ZX Spectrum.
Adventurer #10 30 September 1999
Exchange of experience - gamemaking: to create games for example, "Full Shit".
Heresy #02 13 August 1999
Heresy #01 16 May 1999
Micro #17 24 April 1999
GAC - adaptation to the TR-DOS system for writing adventyur GAC
ZX Jump #02 10 March 1999
Micro #13 23 January 1999
Polezenye information - Verbs and chastoupotreblyaemye words for English adventyur.
ZX Element #02 06 June 1998
ZX Format #07 05 December 1997
Toys - 3D construction kit: a detailed description of the editor of 3D games such as Castle Master. The article describes the internal language sistemmy, which in fact, makes a set of locations and objects in a full game.
ZX Review #11-12 26 November 1997
professional approach - Algorithms for the construction and transmission of labyrinths.
ZX Review #7-8-9-10 08 November 1997
reader-reader - Programming arcade game with scrolling screen.
ZX Jump #01 23 October 1997
ZX Format #06 29 July 1997
Toys - description editor Adeventyur - PAW (Part 5).
Programmers - AI on B. Mednonogova. A detailed description of the "wave of the algorithm" trace (automatic calculation of optimal) path, with an example implementation at Basic.
Programmers - Artificial Intelligence. Continuation of a series of articles about "AI". General basis for finding the way to goal.
Spectrum Progress #02 19 January 1997
Toolkit - An article about how to work the system to develop games Adventyurnyh "THE GRAPHIC ADVENTURE CREATOR".
ZX Format #05 11 December 1996
Programmers - artificial intelligence in computer games.
ZX News #02 30 November 1996
How are toys - an article on how to make games with a labyrinth type great game space.
Emulate #06 31 May 1996
Spectrofon #12 24 March 1995
Premiere - two author of "rhyme" - training verbal account, and LIFE - allows us to investigate a mathematical model of the fission cells.
Games - how to write a computer game (continued).
Games - How to write a computer game.