Most cited
Posts that commenters keep linking to, ranked by how many different people have cited them in Hacker News comments. 371 posts.
4.2 Gigabytes, Or: How to Draw Anything
In our world, we can do anything that we want to do here. Any old thing. - Bob Ross, The Joy Of Painting Season 29 Episode 1
No Graphics API
A deep dive into graphics APIs, shader languages and GPU architecture, exploring a simpler design for modern hardware. By Sebastian Aaltonen.
Ray tracing in notepad.exe at 30 FPS
I build shaders, renderers, games, and other stuff that's fun to stare at.
FizzleFade
I enjoy reading a lot of source code and after 15 years in the field I feel like I have seen my fair share. Even with a full-time job, I still try to spare evenings here and there to read. I don't see myself ever stopping. It is always an opportunity to learn new things to follow somebody's mind process. Every once in…
OK, I can partly explain the LLM chess weirdness now
(“make LLMs play better with one weird trick”)
Unity plan pricing and packaging updates
After deep consultation with our community, customers, and partners, we’ve made the decision to cancel the Runtime Fee, effective immediately.
TDD from the Factorio Team
Hello, long time no see :) We obviously have a lot to talk about when it comes to the game changes we recently did, or plan to do, but we don't want to share any of it yet. Yet, there is currently a topic very relevant to us and we can share it without revealing any specific changes to the game. Today's post will be…
Linux in a Pixel Shader – A RISC-V Emulator for VRChat
Linux in a Pixel Shader - A RISC-V Emulator for VRChat
Game Loop
If there is one pattern this book couldn’t live without, this is it. Game loops are the quintessential example of a “game programming pattern”. Almost every game has one, no two are exactly alike, and relatively few programs outside of games use them.
The journey to Nintendo Switch
We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including April Fools). We even worked with some external companies, but the projects never even got to the point where they would run technically, let alone the complicated part of making the game playable…
Grandmaster level in StarCraft II using multi-agent reinforcement learning
AlphaStar is the first AI to reach the top league of a widely popular esport without any game restrictions. This January, a preliminary version of AlphaStar challenged two of the world's top players in StarCraft II, one of the most enduring and popular real-time strategy video games of all time. Since then, we have…
Quake 2 Source Code Review
I spent about a month in my spare time reading the source code of Quake II. It was a wonderful learning experience since one major improvement in idTech3 engine was to unify Quake 1, Quake World and QuakeGL into one beautiful code architecture. The way modularity was achieved even though the C programming language…
Sega Saturn Architecture – A practical analysis (2021)
An in-depth analysis that explains how this console works internally
How fighting games use delay-based and rollback netcode (2019)
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…
If I Made Another Monkey Island (2013)
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
Generally capable agents emerge from open-ended play
In recent years, artificial intelligence agents have succeeded in a range of complex game environments. For instance, AlphaZero beat world-champion programs in chess, shogi, and Go after starting out with knowing no more than the basic rules of how to play. Through reinforcement learning (RL), this single system…
Postmortem: Every Frame a Painting
Every Frame a Painting is officially dead. Nothing sinister; we just decided to end it.
So You Want to Compete with Steam
I get a lot of pitches for "Steam competitors." 99% of them are doomed to failure, but the vast majority are doomed before they even start.
Easy Scalable Text Rendering on the GPU
This post describes the text rendering algorithm I used on thetamath.com, a GPU-powered 2D equation renderer I wrote for fun last December…
Duke Nukem 3D Code Review
Since I left my job at Amazon I have spent a lot of time reading great source code. Having exhausted the insanely good idSoftware pool , the next thing to read was one of the greatest game of all time : Duke Nukem 3D and the engine powering it named " Build ". It turned out to be a difficult experience: The engine…
OpenAI Five: Goals and Progress
OpenAI Five is the first AI to beat the world champions in an esports game, having won two back-to-back games versus the world champion Dota 2 team, OG, at Finals this weekend. Both OpenAI Five and DeepMind’s AlphaStar had previously beaten good pros privately but lost their live pro matches, making this also the…
Riot Games: Peeking into Valorant's Netcode (2020)
We’re Matt deWet, gameplay tech lead on VALORANT , and David Straily, project tech lead on VALORANT - and we're beyond excited to be here with you all to share some of the technical details behind how we’re addressing som…
Lou's Pseudo 3D Page (2013)
Previous update: An explanation of 3d projection mathematics (under Road Basics) and analysis of Activision's Enduro (under Case Studies)! Thanks to everyone for all the e-mail! Keep it coming :) Sorry, I can't answer questions about when I'll post source code, but I'm always happy to answer anything else about these…