Transparency effects in SNES and Genesis games via composite video artifacts
Vintage computers and retro gaming
The latest blog posts to take off on Hacker News. 2,047 posts.
Vintage computers and retro gaming
When Rubik’s Cube first appeared decades ago, I jumped on it. I bought one, and spent an entire summer fiddling with it. Over that summer, I developed a solving technique that has stuck with me. My technique is not the fastest; that was never the goal. My algorithms make sense to me because they are constructed, and…
In April of 1988, Brian Moriarty of Infocom flew from the East Coast to the West to attend the twelfth West Coast Computer Faire and the first ever Computer Game Developers Conference. Hard-pressed from below by the slowing sales of their text adventures and from above by parent company Activision’s ever more…
Largely A Summary With Some New Information I have covered a lot of material and even then only glossed at the surface of what I have learned about Magic Leap (ML). By combining the information ava…
How I rolled up my sleeves and got a real-time lighting engine working under the constraints of PICO-8.
In this position, I know about a bunch of mines on all the remaining fronts, but I can't quite determine where they are. There are a few mines that might be in one of two positions (red or blue), a cluster of mines that might be in one of two arrangements (green), and a more complex situation in the top left which I…
Learn how OpenGL and Metal work by writing your own 3D renderer from scratch
This is a guest post by VR developer Hugh Hancock , creator of Vive horror/RPG Left-Hand Path .
I don't work at Naughty Dog, and I don't have any secret knowledge of Jak & Daxter, except what I figured out myself from the disc. So a lot of this may well be wrong. Take a pinch of salt with it.
On August 31, 1966, a 44-year-old electrical engineer named Ralph Baer had an epiphany whilst waiting for a colleague outside a New York City bus terminal. For reasons he would never be able to explain, his thoughts turned to the potential of an interactive version of television. The next day, he sat down in his…
Kevin Hughes' blog
Today I will present how to implement in Python a simple yet effective algorithm for proceduraly generating 2D landscapes. It is called Midpoint Displacement (or Diamond-square algorithm,…
Discover how advanced deep learning technologies offer revolutionary screen privacy solutions in the workplace. Learn to safeguard your digital space with ease.
A while back I decided to try to write a Game Boy emulator in Common Lisp based on this series of articles . I made some good progress but eventually got bogged down because I was trying to learn a bunch of complex new things at once:
Source code and hardware schematics are available on Github: https://github.com/agranlund/wolf
I figured, for this and future posts I have planned about MSX, that I wanted an MSX font face. I browsed the web a bit for one and found nothing that I liked...
It's that time of year again, where we say Happy Birthday to one of my most favorite games, DOOM! Every year I try to reveal something about the game's development that hasn't been documented to death. Believe me, DOOM has been documented more than most games. But never fear, I have so much stuff th
The Goal – Explain What is Magic Leap Doing Magic Leap has a way of talking about what they hope to do someday and not necessarily what they can do anytime soon. Their patent applications ar…
Shenzhen I/O is a brilliant game. In case you haven’t heard of it, it’s a game about programming micro-controllers. It distills programming down to the fun parts, removing the inertia, …
Last time we looked at generating random dungeons for video games using the Drunkard’s Walk algorithm. The Drunkard’s Walk is fun to play with, and often generates cool levels, but it’s also pretty unreliable. That’s not good enough for my purposes: I want to reliably generate big, open, cave-like maps, with lots of…