[author : Tim Kientzle] #Edito
[author : Chris Howard]
DirectPlay, which comes with the Windows 95 Game SDK, provides communication services for your games. Chris examines DirectPlay by presenting a multiplayer game, while Jim Mischel adds a few DirectPlay "gotchas" he discovered the hard way.
[author : Nate Goudie]
As computer games became more sophisticated, simple tile-based games have given way to the isometric point of view and 3-D effects.
[author : Ron van der Wal]
Ron describes a simulation game he helped design, focusing on the communications facilities that allow it to run on top of several different protocols.
[author : Mark Seminatore]
Mark's 2-D game engine includes modules that support VGA displays, keyboard, animation, and file management.
[author : George Wright]
George uses the VisualAge C++ collection classes to develop event, track, and MIDI file classes that produce realistic-sounding audio.
[author : Ron Fosner]
OpenGL is a graphics API that allows portable, hardware-assisted 3-D rendering.
[author : Michael Abrash]
Michael analyzes the rationale behind Quake's hidden-surface removal and looks at the pros and cons of sorting edges by BSP order or 1/z.
[author : Hal W. Hardenbergh]
CPU vendors' eyes are sometimes bigger than their stomachs, at least when it comes to delivery on performance promises.
[author : Al Williams]
This month, Al shows you how to create DLLs using Visual Basic 4.0 and Borland's Delphi 2.0.
[author : Marc E. Brown]
If you earn your living working with third-party software, give careful thought to the legal ramifications of interfacing with software written by someone else.
[author : Allen Holub]
In his return to Dr. Dobb's, Allen describes what it takes to get into the object-oriented design game.