I made an NES emulator – What I learned about the original Nintendo
Interesting technical tidbits about the NES…
The latest blog posts to take off on Hacker News. 2,047 posts.
Interesting technical tidbits about the NES…
Pannini: A New Projection for Rendering Wide Angle Perspective Images Thomas K. Sharpless, Bruno Postle and Daniel M. German; International Symposium on Computational Aesthetics, London, June 2010.
I bought Braid on the promise of lavish visuals and neat puzzles with temporal mechanics, and on this basis I was rewarded. I found some frustration with the controls, which I eventually traced to dodgy keyboard drivers - the game wouldn't register the up or down arrows while I ...
It's now clear I'm on a Black Hole binge (I can stop when I want, by the way). They're endlessly fascinating. My recent interest was in particular focused on simulating visualizations of the Schwarzschild geometry. I was preoccupied by the problem of generating a decent accurate representation of how the curvature of…
L19 = 208168199381979984699478633344862770286522453884530548425639456820927419612738015378525648451698519643907259916015628128546089888314427129715319317557736620397247064840935
An ode to a small work of programming genius.
Interactive animations and even a game in your URL bar.
“I Know This” is a game I made for the Global Game Jam 2015 along with Gavin McCarthy (art, design), Adam Axbey (sound effects) and Matthew Simmonds (4mat) (music); I did programming and design. The name we chose for the team was Two’s Complement .
Since seeing the city generation from the shelved Introversion Software game “Subversion” in action , I’ve wanted to to try writing a basic procedural city generator myself. The developers followed a method described in Parish and Müller’s paper: Procedural Modelling of Cities (2001) . The paper is well-written and…
Can you use math to escape from, what seems like, an impossible prison escape problem based on coins and a chessboard?
Uses some simple trigonometry to calculate the movement of circles bouncing off lines.
Last week, on the heels of the DOS emulation announcement, one of the JSMESS developers, James Baicoianu, got Windows 3.11 running in a window with Javascript. That’s impressive enough on its…
In some ways path tracing is one of the simplest and most intuitive ways to do ray tracing.
In the early 80s, all it took to make a game was a computer, some graph paper, and a lot of determination.
2,400 MS-DOS games and programs have gone live on the Internet Archive. The full collection is here and the games-specific section (basically all of them, for now) is here. But wait before you clic…
A summary of some problems I faced when tinkering with Quake to get it play nicely on an oscilloscope.
Some of you may remember a series of peculiar Game Boy Advance games that came out over the course of 2004. In stark contrast with the usual dark grey cartridges with colorful labels, a set of light grey cartridges with simple labels were released containing games ported from the original Nintendo Entertainment…
Father, husband and software developer. Ex @auth0
Doom 3 was released in 2004, which I can't believe was a decade ago. Great game, atmospheric and scary, and a worthy successor of the first two games in the series. Several years after the initial release, in 2011, Doom 3's source code was published on Github. It can be fun to poke around the repository to learn how…
This week, we got the emulation of MS-DOS programs (mostly) working on the Internet Archive. Up to now, every single emulated system has been via the JSMESS project, which supports well over 600 sy…
Let’s end this debate once and for all. Humans can see frame rates greater than 24fps (although plenty of people will argue that they can’t on the internet). I’ll explain more in a future post if necessary, but let’s take that as read.