by 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.
by 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.
by 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.
by Mark Seminatore
Mark's 2-D game engine includes modules that support VGA displays, keyboard, animation, and file management.
by George Wright
George uses the VisualAge C++ collection classes to develop event, track, and MIDI file classes that produce realistic-sounding audio.
by Ron Fosner
OpenGL is a graphics API that allows portable, hardware-assisted 3-D rendering.
by 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.
by Hal W. Hardenbergh
CPU vendors' eyes are sometimes bigger than their stomachs, at least when it comes to delivery on performance promises.
by Al Williams
This month, Al shows you how to create DLLs using Visual Basic 4.0 and Borland's Delphi 2.0.
by 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.
by Allen Holub
In his return to Dr. Dobb's, Allen describes what it takes to get into the object-oriented design game.
by Tim Kientzle