Game theory illustrated by an animated cartoon game
an interactive guide to the game theory of why & how we trust each other
Posts that commenters keep linking to, ranked by how many different people have cited them in Hacker News comments. 371 posts.
an interactive guide to the game theory of why & how we trust each other
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
A playable post on how harmless choices can make a harmful world.
The Game Engine Black Book: DOOM is now available for purchase. It is being released exactly 25 years after DOOM.zip was first published on the University of Wisconsin FTP server in December 1993. You can get it at the following locations: - Amazon ( USA , France , UK , and many more). - Google Books ( here with no…
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…
A tale of numbers that like to turn: a different look at complex numbers and the strange things they do.
How good are your circle drawing skills?
Welcome. This is the index page for a series of blog posts I’m currently writing about the D3D/OpenGL graphics pipelines as actually implemented by GPUs. A lot of this is well known among gra…
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.
Disclaimer: This post is a very long collection of thoughts and problems I've had over the years, and also addresses some of the arguments I've been repeatedly told. This post expresses my opinion the has been formed over using Rust for gamedev for many thousands of hours over many years, and multiple finished games…
We’re introducing Jukebox, a neural net that generates music, including rudimentary singing, as raw audio in a variety of genres and artist styles. We’re releasing the model weights and code, along with a tool to explore the generated samples.
I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. This post is about GOOL, the LISP language used in Crash 1, Crash 2, and Crash …
Fictional short story about Clippy & AI hard takeoff scenarios grounded in contemporary ML scaling, self-supervised learning, reinforcement learning, and meta-learning research literature.
The road to StarCraft was a brutal sequence of bad breaks, hard pivots, and near-disasters. This is the part most people never heard.
To represent 3D rotations graphics programmers use Quaternions . However, Quaternions are taught at face value . We just accept their odd multiplication tables and other arcane definitions and use them as black boxes that rotate vectors in the ways we want. Why does $\mathbf{i}^2=\mathbf{j}^2=\mathbf{k}^2=-1$ and…
On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey, Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to look at the game internal…
VileR's blog: old school PCs, games, graphics, programming, fonts, demos, and so on.
Porting Linux to Apple Silicon
DirectX 12, NVIDIA CUDA, OpenGL and OpenCL acceleration are coming to the Windows Subsystem for Linux.
I spent two weeks reading and reverse engineering further the source code of Another World ("Out Of This World" in North America). I based my work on Gregory Montoir's "binary to C++" initial reverse engineering from the DOS executable. I was amazed to discover an elegant system based on a virtual machine interpreting…
If you're reading this page, chances are that you're already well aware that E.T. for the Atari 2600 is one of the most reviled games ever made. I never understood why. As a child, it was one of my favorite games. I still think it's a good game. Apparently , I'm not alone .
It's not about technology for its own sake. It's about being able to implement your ideas.
deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX)) deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))