Database “sharding” came from Ultima Online? (2009)
Lessons Learned: Sharding for startups is a technical post about database scalability. What caught my eye was the term . What an odd term — “sharding.” Why would a database be described that way?
Posts that commenters keep linking to, ranked by how many different people have cited them in Hacker News comments. 371 posts.
Lessons Learned: Sharding for startups is a technical post about database scalability. What caught my eye was the term . What an odd term — “sharding.” Why would a database be described that way?
An in-depth analysis that explains how this console works internally
The topic of why Godot does not utilize ECS comes up often, so this article will explain the design decisions behind that, as well as shed some light on how Godot works.
Before studying the iPhone version, it was important for me to understand how Doom engine WAS performing rendition back in 1993. After all the OpenGL port must reuse the same data from the WAD archive. Here are my notes about Doom 1993 renderer, maybe it will help someone to dive in. January 13th, 2010 : Reddit…
Stay up to speed on the rapid advancement of AI technology and the benefits it offers to humanity.
UPDATE: Just to make this explicitly clear: I did not write this program. The fourth sentence makes this fairly clear, but some comments indicate that some people are a bit lazy :). I also added a video of the rush to the bottom.
UPDATE: This article has started an ongoing conversation with the Godot devs. They care about the issues raised, and would like to improve things. Significant improvements will almost certainly be made, although it’s still early days and it’s unclear what will change and by how much. I am encouraged by the response. I…
WebAssembly meets 16000 HTML checkboxes.
Since there haven't been any major public announcements regarding PS4 hacking for a long time now, I wanted to explain a bit about how far PS4 hacking has come, and what is preventing further progression.
Exploring how to use 2D graphics in various desktop operating systems, the old-school way. In this part we learn how to create an empty window under Linux, macOS and Windows.
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…
Today the Direct3D and HLSL teams are excited to share some insight into the next big step for GPU programmability. Once Shader Model 7 is released,
For his 1965 composition “It's Gonna Rain”, Steve Reich designed a generative mechanical system.
Linked lists look harmless until they start detonating your game at runtime. This is the bug pattern far too many programmers miss.
I get a lot of questions from young, aspiring Indie developers, and the most common query is: How many copies of a game does Spiderweb Softw...
Back in the 90s, one book was ubiquitous in the world of Computer Graphics. Commonly called "The CG Bible", Computer Graphics: Principles and Practice gathered a huge part of the knowledge of the time. It was commonly referenced by the best programmers of that era in interviews and articles . By 1998, the book…
Posted by David Silver and Demis Hassabis, Google DeepMindGames are a great testing ground for developing smarter, more flexible algorithms that ha...
A Minecraft clone made with pure HTML & CSS – no JavaScript.
Today at BlizzCon 2016 in Anaheim, California, we announced our collaboration with Blizzard Entertainment to open up StarCraft II to AI and Machine Learning researchers around the world.
A summary of some problems I faced when tinkering with Quake to get it play nicely on an oscilloscope.
Once at a picnic, I saw mathematicians crowding around the last game I would have expected: Tic-tac-toe.
Kevin Hughes' blog
DeepMind's scientific mission is to push the boundaries of AI by developing systems that can learn to solve complex problems. To do this, we design agents and test their ability in a wide range of environments from the purpose-built DeepMind Lab to established games, such as Atari and Go.
A long time ago, when I was a college undergrad, I spent some time working on computer video games. This was in the 8-bit PC era, when the gaming hardware was almost impossibly slow by today’s standards.
There is more than meets the eye when it comes to how we understand a visual scene: our brains draw on prior knowledge to reason and to make inferences that go far beyond the patterns of light that hit our retinas. For example, when entering a room for the first time, you instantly recognise the items it contains and…