Making Crash Bandicoot (2011)
In the summer of 1994 Naughty Dog, Inc. was still a two-man company, myself and my longtime partner Jason Rubin. Over the preceding eight years, we had published six games as a lean and mean duo, b…
Posts that commenters keep linking to, ranked by how many different people have cited them in Hacker News comments. 9 posts.
In the summer of 1994 Naughty Dog, Inc. was still a two-man company, myself and my longtime partner Jason Rubin. Over the preceding eight years, we had published six games as a lean and mean duo, b…
An in-depth analysis that explains how this console works internally
In this series of articles, I aim to demonstrate how OpenGL, Vulkan, Metal, and DirectX work by writing a simplified clone from scratch. Surprisingly, many people struggle with the initial hurdle of learning a 3D graphics API. To help with this, I have prepared a short series of lectures, after which my students are…
In 1998 Looking Glass Studios released the stealth game Thief: The Dark Project . This was just as 3D hardware acceleration was taking off, so due to the development cycle it didn't use hardware acceleration; it was a purely software-rendered game.
On my Introduction to A* page I cover the basics of the A* graph search algorithm for finding shortest paths. Here’s an example from the town of Denerim in Dragon Age Origins. Try moving the start and goal to see A* in action:
Tutorials and articles of Inigo Quilez on computer graphics, fractals, math, art, demoscene, shaders and more.
The history of Kid Pix by Craig Hickman