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Игростроение
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.
Dr. Longman`s News #01
Games
- how to write a computer game (continued).
Dr. Longman`s News #00
Games
- How to write a computer game.
Psychoz #05