Create a Game Character with HTML5 and JavaScript
William Malone: Part 1 in a journey in developing a game character.
The latest blog posts to take off on Hacker News. 2,047 posts.
William Malone: Part 1 in a journey in developing a game character.
The Battleship is one of the most glorious, evocative and ultimately useless machines ever created by human beings. They’re fast: in their heyday of displacement speed vessels, they were the …
In July of 2005, when I created my account, Second Life was the cool new thing. Moving between regions was kinda wonky, loading textures and objects was slow, and it was pretty ugly when compared to other games of the time; but it was generally assumed that these were teething issues, which would be quickly sorted out…
As promised, here's the new WebGL demo that I've been working on! I won't be posting a live version this time (watch the video to find out w...
Lannyland - A Land of Imagination
So Capcom senior VP Christian “Sven” Svensson mentioned that Capcom is losing money because the Playstation Network is down . This is especially hard on Capcom, because the phone-home DRM Capcom uses has locked all of their Playstation customers out of their games.
(For some reason, Blogger deleted this post. I have recreated it. Sorry for any comments that were lost.) This article is my decisive sta...
Less talk, more action – Apple just approved two of my JavaScript games for the AppStore: Biolab Disaster and Drop . Both are free; go check them out. You can also play them in your browser here and here .
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…
I’ll cut right to the chase: my network naming convention is spectacular. I highly suggest emulating it.
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 …
When I started to work on my JavaScript Game Engine back in October 2009, the biggest problems I encountered were with the new HTML5 Audio Element. The Canvas Element already worked nicely in all browsers that supported it at the time, albeit some were a little slow.
Craft is a demo running on its own minimalistic demo platform. The demo platform is based on an ATmega88 microcontroller.
As we (Blue Sky Productions, later Looking Glass Technologies / Studios) were developing Ultima Underworld in 1991–1992, largely in a basement room in an office building in Somerville’s Davis Square, we received bug reports both from our own people and the QA team at Origin Systems, who published the game. “Our own…
In the first of this series of articles, I'll look at how a CPU can be emulated through JS, and start building an emulation core for the GameBoy console.
My HTML5 Game Engine Impact is now ready. It took some time, but I think it was worth it. I'm proud of what I have achieved and I hope you'll like it too.
The lead in the last month or so was an indicator of having good chances, but there was a huge shuffling of ranks in the last week and some last minute casualties.
Amaranthar in the comment thread on the last post referred to “rares” in Ultima Online as a feature. They weren’t really, though. They were a bug .
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