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Adventures in Phaser with TypeScript–Using Sprite sheets ( and Texture Atlases )

  Previous Part Table Of Contents Next Part   In my previous Phaser tutorial on particles I used a sprite sheet to provide particles in one of the examples, then realized I hadn’t covered how to actually use a sprite sheet yet, oops!  So this tutorial is going to correct that oversight.  A spritesheet ( […]

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Pang! Part 9 is now live

    As the title says, the 9th part of our C++ game programming using SFML tutorial is now live. In this chapter we implement a caching solution for dealing with SFML game audio files. Along the way we learn a bit about C++ exception handling as well as touch on the subject of C++ […]

Pang! Part 9 is now live Read More

Two new libraries added to the HTML5 game development links

  I have recently been contacted by members on the development teams of two (completely!) different HTML game related libraries for inclusion on the HTML 5 Development links page.     The first is the Pulse Engine, a traditional HTML5 Canvas based library.  Perhaps best of all, it has complete documentation (woot!).  I am taking […]

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C Plus Plus Today: The Beast is Back. A free e-book thanks to JetBrains

    Just noticed this on Twitter and it proved to be an interesting read.  JetBrains, the makers of IntelliJ, CLion, ReSharper and more, have sponsored this free book from O’Reilly Press.  It’s a 74 page book that combines a history lesson, modern introduction and Modern C++ overview all into one.  It’s free and a […]

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Oh neat

    Alright, I may be that last person in the world to discover this, but its incredibly handy.   Today I was working with a command prompt and realized instead I would be better served using the file browser in this case.  On a lark instead of grabbing my mouse and launching Explorer I […]

Oh neat Read More

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