The long-lost Tarzan Atari game, preserved
After 40 years, the Atari 2600 masterpiece Tarzan has been unearthed.
The latest blog posts to take off on Hacker News. 265 posts.
After 40 years, the Atari 2600 masterpiece Tarzan has been unearthed.
I'm a Technical Artist with over a decade of professional experience in both AAA and independent projects.
Last week, we released a small puzzle game called Cirkoban . Cirkoban is the very first publicly accessible application developed by Spritely that features the Goblins distributed programming library running in web browsers. We bet big on Hoot , our Scheme-to-WebAssembly compiler, a little over a year ago in order to…
In the year 1900, automobile sales in the United States were divided almost evenly among three types of vehicles: automakers sold about 1,000 cars powered by internal combustion engines, but over 1…
I’m coding a system in JavaScript that generates sentences of “meaningful nonsense”. Here are some examples.
We present a prototype of a programming system called Shadama. Shadama is designed for writing programs that create, control and visualize large numbers of objects. The basic execution model follows the tradition of StarLogo and its "turtles and patches" abstraction. Turtles, Termites, and Traffic Jams: Explorations…
The basics condensed into one very large document
This is the first of two posts about a renderer I have been developing, focusing on what I've built and how it works. The second post discusses why I've built it and my plans for the future. I've been developing a custom real-time renderer which uses very small voxels to produce a distinctive visual style that…
From Mario bouncing off a Goomba to two cars bumping into each other in a racing game, dealing with collisions is such an integral part of most video games that we often take it for granted.
There is nothing unusual about the outside of these disks, but there is something unique about the data that is stored on them, something that Sierra On-Line would have been totally unaware of and certainly wouldn’t have wanted them to include.
The Apple II line of computers had an amazing run, from 1977 to 1993. In that time, hundreds of thousands of pieces of software were written for it, including many tens of thousands of games. Like any platform, however, the number of truly great games within that range is much smaller. If you ask any former (or…
Hello size coding fans. Today, I have something amazing to share: A tiny raycasting engine and city generator that fits in a standalone 256 byte html file. In this post I will share all the secrets…
Randomness, rules and natural systems. Some non-restrictive definitions and an exploration of the form.
Coding my handwriting in Javascript - how I did it and what I’m doing with it.
Sometimes success smacks you right in the face. More often, it sneaks up on you from behind.
Where an undergraduate at UT Austin writes about almost everything.
As I'm exploring the fantastic world of indie game development lately, I end up watching a large number of video tutorials on the subject. Even though the quality of the content is pretty variable, I'm very grateful to the creators for it. That being said, I couldn't help noticing this particular bit times and times…
It's here! 🥳 Today, we're excited to announce that WebGPU support has officially arrived in the PlayCanvas Editor.
Twice per year I co-host the Lisp Game Jam: a 10-day game jam where participants create small games in their favorite Lisp dialect. Unlike classic game jams like Ludum Dare, which have an intensive 2-3 day long duration, the Lisp Game Jam is much more casual and spans two whole weekends to give busy people (most of…
Misadventures in 16bit reverse engineering, programming WTFs and general rants about the IT industry.
Progress report for the Spider-Man decompilation project
How we designed xkcd's massive rube goldberg machine game in 3 weeks.
Anyone who still has a working Spectrum ZX will then be able to test the game.
Writing auto-pilots in JavaScript for MSFS
Some sad news to report on the blog this week. I got word that long-time Industrial Designer at Atari coin-operated division, Mike Jang, has passed away. I’ve known Mike since 2016, and whils…
The origin story of a 3D Modeler made very quickly
We introduce a depth completion network that allows generating geometrically coherent 3D scenes, and present a new benchmarking scheme for scene generation methods that is based on ground truth geometry.
An image interpolation that gives us a continuous and smooth image, where every interpolated value only depends on the four neighboring pixel values. The image becomes smooth, but sharp features remain sharp.
You may know me for my interactive tutorials. But before that, I was writing visual but non-interactive tutorials. In particular, there wasn’t a lot of information about A* on the web, so I decided to collect all my notes about pathfinding [1] together in one place in the 1990s. But then in the 2010s I started making…