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Combinatorial Music Theory (1991)
graph theory, music theory
I Have Created 50 Games in 2014
I have created 50 mini browser games this year. This is it. Click the image to play the game. Games are roughly placed as follows.
Ideas for Game Clones to Code (2012)
So you know a little bit about programming (perhaps you've read the free book, "Invent Your Own Computer Games with Python" , a free programming book for beginners whose author shamelessly plugs at every chance) but you want to get better at coding. You can't seem to find any open source projects that are at your…
Perlin noise
I used Perlin noise for the fog effect and title screen in Under Construction. I tweeted about my efforts to speed it up, and several people replied either confused about how Perlin noise works or not clear on what it actually is. I admit I only (somewhat) understand Perlin noise in the first place because I’ve…
C++ for Games: Performance, Allocations and Data Locality
Abstract: Allocations and related lack of spatial locality can be DAMN EXPENSIVE Quote: During the times of Ancient Gamers (also known as times of Atari, ZX ...
Linear algebra for game developers – Part 1 (2009)
When I posted about decals last week, a number of readers commented that they would be interested in posts about linear algebra as it…
Interpreting Analog Sticks
Development Blog
Autoencoding Blade Runner: reconstructing films with artificial neural networks
Reconstructing films with artificial neural networks
Generation Nintendo
In the final months of World War II, when the United States was trying to burn out the will of a starving Japan via the most sustained campaign of aerial incendiary bombardment in history, a handful of obvious targets remained strangely untouched. Among those targets was Kyoto: population 1 million plus, founded in…
Basic Rules to Develop Simple and Appealing Games
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Monument Valley in Numbers: Year 2
In January of 2015 we made the decision to be transparent with how Monument Valley has performed since its release. We made an infographic…
Rendering a Buddhabrot at 4K and Other Bad Ideas
Benedikt Bitterli's Portfolio
A Brain Dump of What I Worked on for Uncharted 4
This post is part of My Career Series. 本文之中文翻譯在此 Now that Uncharted 4 is released, I am able to talk about what I worked on for the project. I mostly worked on AI for single-player buddies and multiplayer sidekicks, as well as some gameplay logic. I'm leaving out things that never went in to the
Weep for Graphics Programming
The mainstream real-time graphics APIs, OpenGL and Direct3D, make miserable standard bearers for the age of hardware heterogeneity. Their approach to heterogeneous programming leads to stringly typed interfaces, a huge volume of boilerplate, and impoverished GPU-specific programming languages.
Automated Testing for League of Legends
Hi, I’m Jim ‘Anodoin’ Merrill, and I work on test automation efforts for League of Legends , focused specifically on the in-game experience. I currently serve as the tech captain to the Build Verification System Development (BVS-Dev) team.…
UDP for games – encryption and DDoS protection
Quote: Yes, you DO need to encrypt your UDP traffic. And no, using UDP is NOT a valid excuse to skip encryption Another Quote: Personally, I prefer to think ...
The Road to Ultima V
It’s not easy having a software superstar for a little brother. That’s something that Robert Garriott, president of Origin Systems , had more and more cause to realize as the 1980s wore on. Whilst Richard Garriott quite literally lived out his fantasies, it was Robert who was left to deal with all the mundanities of…
1995 Programming on the Sega Saturn
This is a document I wrote in 1995, while working on Neversoft’s first game: Skeleton Warriors. It was the first game I’d worked on where I did not use 68K Assembly.
TIS-100: the Programming Game You Never Asked For
You know what’s universally regarded as un-fun by most programmers? Writing assembly language code. As Steve McConnell said back in 1994: Programmers working with high-level languages achieve better productivity and quality than those working with lower-level languages. Languages such as C++, Java, Smalltalk, and…
Facebook Surround 360: An Open 3D-360 video capture system
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Easy Scalable Text Rendering on the GPU
This post describes the text rendering algorithm I used on thetamath.com, a GPU-powered 2D equation renderer I wrote for fun last December…