How I cut GTA Online loading times by 70%
GTA Online. Infamous for its slow loading times. Having picked up the game again to finish some of the newer heists I was shocked (/s) to discover that it still loads just as slow as the day it was re
Posts that commenters keep linking to, ranked by how many different people have cited them in Hacker News comments. 22 posts.
GTA Online. Infamous for its slow loading times. Having picked up the game again to finish some of the newer heists I was shocked (/s) to discover that it still loads just as slow as the day it was re
Making a demo in just 256 bytes would be a formidable challenge regardless of platform. A Mind Is Born is my attempt to do it on the Commodore 64. In the absence of an actual 256-byte compo, it was submitted to the Oldskool 4K Intro compo at Revision 2017 , where it ended up on 1st place.
Behind the beautiful imagery of the latest animated movie and the realistic environments of popular videogames lie some mysterious algorithms. Computer Graphics from Scratch aims to demystify these algorithms and shows you that computer graphics can be surprisingly simple.
Client-Server Game Architecture | Client-Side Prediction and Server Reconciliation | Entity Interpolation | Lag Compensation | Live Demo
There now is a Winboard version that can handle bigger boards, and a Fairy-Max engine that can run under it ( download )
Linux in a Pixel Shader - A RISC-V Emulator for VRChat
I would like to thank krazhier and Keits for taking hours out of their busy schedules to discuss technical aspects of netcode with me, and Sajam for taking time to answer interview questions and being supportive throughout the writing process. I would also like to especially thank MagicMoste for making all the…
WebAssembly meets 16000 HTML checkboxes.
The original EGA background art for Loom was made by Mark Ferrari . The character art was done by Gary Winnick and Steve Purcell . Gary Winnick designed the sprites and did most of the sprite animation, while Steve Purcell did the larger character portraits and some additional animation. Ken Macklin did the effects…
An in-depth analysis that explains how this console works internally
Picture this: Toward the end of the development cycle, your game crawls, but you don’t see any obvious hotspots in the profiler. The culprit? Random memory access patterns and constant cache misses. In an attempt to improve performance, you try to parallelize parts of the code, but it takes heroic efforts, and, in the…
An old article, now removed due to being an old time capsule.
There’s been a lot of hand-wringing over The Technical Interview lately. Many people realize that inverting a binary tree on a whiteboard has basically zero correlation to whether or not someone is actually a good software developer. The most effective programming test anyone’s come up with is still Fizzbuzz. One…
An in-depth analysis that explains how this console works internally
The sixtyforgan is a Commodore 64 equipped with a spring reverb, featuring the keyboard layout of a chromatic button accordion.
My inbox is stuffed with pitches from start-ups wanting to compete with Roblox, that plucky Lego-ish multiplayer game-creation platform currently valued at 41 billion dollars. They shouldn't try, but here's how to maybe not fail if they insist anyways.
Robert Vanderbei has written a beautiful series of articles and talks about a method for finding the radius of the earth based on a single photograph of a sunset over a large, calm lake.
Brute force, gaussian blur, and Jump Flood Algorithm based outline approaches tested and compared.
Last time we formulated the problem of isosurface extraction and discussed some general approaches at a high level. Today, we’re going to get very specific and look at meshing in particular.…