The Making of Warcraft, Part 2
Warcraft almost didn't become Warcraft. Part 2 gets into the hard calls, surprises, and turning points that shaped the hit.
The latest blog posts to take off on Hacker News. 73 posts.
Warcraft almost didn't become Warcraft. Part 2 gets into the hard calls, surprises, and turning points that shaped the hit.
I got back from San Francisco and the Google I/O developer conference there last week. Google was yet again gracious with the hardware givea...
Anyone remember Color cycling from the 90s? This was a technology often used in 8-bit video games of the era, to achieve interesting visual effects by cycling (shifting) the color palette. Back then video cards could only render 256 colors at a time,...
The following is an email I sent to John Carmack of Id Software after I had watched his Quakecon 2012 Keynote Speech
In this tutorial, you’ll learn how to build a game like Cut the Rope with SpriteKit in Swift, complete with animations, sound effects and physics!
Before Warcraft became a legend, it was a risky DOS-era experiment. This is how it actually began.
Analysis of the classic "dropping two eggs from a building" interview question
Real Time Multiplayer in HTML5 Jul 18th, 2012 | by Sven Bergström Multiplayer and browsers When you consider making multiplayer games, there are …
Since I had one week before my next contract I decided to finish my "cycle of id". After Doom , Doom Iphone , Quake1 , Quake2 , Wolfenstein iPhone and Doom3 I decided to read the last codebase I did not review yet: idTech3 the 3D engine that powers Quake III and Quake Live . The engine is mostly an evolution of…
XScreenSaver 5.15 is out now. Along with the usual set of minor improvements, this version runs as an iOS application. As all of the 3D modules in XScreenSaver are written against the OpenGL 1.3 specification, and as the iPhone only supports OpenGL ES 1.1 and newer, this was something of a big deal. I accomplished…
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…
Disclaimer: this page only dispays 30,000 particles. You can check the 80,000 version here .
Posted by Matthias Grundmann, Vivek Kwatra, and Irfan Essa, Research at Google One thing we have been working on within Research at Google is deve...
Depth of field blur is an effect that is used in many modern games as a cool graphics effect. A nice example of this is of course my own gam...
Learn the optimal strategy for playing Hangman.
Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint , Heat Signature , and Tactical Breach Wizards . Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.