Land value tax in online games and virtual worlds (2022)
A high-level how-to guide by Lars Doucet and Dan Cook for game designers and game economists working in large multiplayer online games and/or virtual worlds.
The latest blog posts to take off on Hacker News. 2,047 posts.
A high-level how-to guide by Lars Doucet and Dan Cook for game designers and game economists working in large multiplayer online games and/or virtual worlds.
Over the past few weeks, I've been experimenting with painting in watercolours using my AxiDraw plotter. Watercolour is a medium I enjoy painting in (by hand) as a personal hobby, kind of separate from my public art making, so it’s been interesting to combine it with code. I’ve thought about trying
An analysis of the Croatian classic.
Robert O'Callahan. Christian. Kiwi. Software guy. All content human-authored unless otherwise noted.
a blog about exploring reverse engineering, hypervisor development and software programming.
Using an odd floating point error to detect emulators
Duck Hunt is considered a classic of the Nintendo Entertainment System. But surprisingly, the concept of hunting ducks did not originate in 1984– people have...
The personal website of Elias Daler about programming, technology and videogames
I'm a Technical Artist with over a decade of professional experience in both AAA and independent projects.
In the year 1900, automobile sales in the United States were divided almost evenly among three types of vehicles: automakers sold about 1,000 cars powered by internal combustion engines, but over 1…
I’m coding a system in JavaScript that generates sentences of “meaningful nonsense”. Here are some examples.
We present a prototype of a programming system called Shadama. Shadama is designed for writing programs that create, control and visualize large numbers of objects. The basic execution model follows the tradition of StarLogo and its "turtles and patches" abstraction. Turtles, Termites, and Traffic Jams: Explorations…
The basics condensed into one very large document
This is the first of two posts about a renderer I have been developing, focusing on what I've built and how it works. The second post discusses why I've built it and my plans for the future. I've been developing a custom real-time renderer which uses very small voxels to produce a distinctive visual style that…
From Mario bouncing off a Goomba to two cars bumping into each other in a racing game, dealing with collisions is such an integral part of most video games that we often take it for granted.
There is nothing unusual about the outside of these disks, but there is something unique about the data that is stored on them, something that Sierra On-Line would have been totally unaware of and certainly wouldn’t have wanted them to include.
The Apple II line of computers had an amazing run, from 1977 to 1993. In that time, hundreds of thousands of pieces of software were written for it, including many tens of thousands of games. Like any platform, however, the number of truly great games within that range is much smaller. If you ask any former (or…
Hello size coding fans. Today, I have something amazing to share: A tiny raycasting engine and city generator that fits in a standalone 256 byte html file. In this post I will share all the secrets…
Randomness, rules and natural systems. Some non-restrictive definitions and an exploration of the form.
Coding my handwriting in Javascript - how I did it and what I’m doing with it.
Sometimes success smacks you right in the face. More often, it sneaks up on you from behind.
Where an undergraduate at UT Austin writes about almost everything.
As I'm exploring the fantastic world of indie game development lately, I end up watching a large number of video tutorials on the subject. Even though the quality of the content is pretty variable, I'm very grateful to the creators for it. That being said, I couldn't help noticing this particular bit times and times…
Misadventures in 16bit reverse engineering, programming WTFs and general rants about the IT industry.
Progress report for the Spider-Man decompilation project
How we designed xkcd's massive rube goldberg machine game in 3 weeks.
Writing auto-pilots in JavaScript for MSFS
Some sad news to report on the blog this week. I got word that long-time Industrial Designer at Atari coin-operated division, Mike Jang, has passed away. I’ve known Mike since 2016, and whils…
The origin story of a 3D Modeler made very quickly
We introduce a depth completion network that allows generating geometrically coherent 3D scenes, and present a new benchmarking scheme for scene generation methods that is based on ground truth geometry.