Nintendo releases original Zelda design docs
See the original The Legend of Zelda as you never have before…
The latest blog posts to take off on Hacker News. 2,925 posts.
See the original The Legend of Zelda as you never have before…
Today I will present how to implement in Python a simple yet effective algorithm for proceduraly generating 2D landscapes. It is called Midpoint Displacement (or Diamond-square algorithm,…
Discover how advanced deep learning technologies offer revolutionary screen privacy solutions in the workplace. Learn to safeguard your digital space with ease.
New feature: train tactics from your own games
A while back I decided to try to write a Game Boy emulator in Common Lisp based on this series of articles . I made some good progress but eventually got bogged down because I was trying to learn a bunch of complex new things at once:
Source code and hardware schematics are available on Github: https://github.com/agranlund/wolf
I figured, for this and future posts I have planned about MSX, that I wanted an MSX font face. I browsed the web a bit for one and found nothing that I liked...
It's that time of year again, where we say Happy Birthday to one of my most favorite games, DOOM! Every year I try to reveal something about the game's development that hasn't been documented to death. Believe me, DOOM has been documented more than most games. But never fear, I have so much stuff th
The Goal – Explain What is Magic Leap Doing Magic Leap has a way of talking about what they hope to do someday and not necessarily what they can do anytime soon. Their patent applications ar…
code.blender.org
Shenzhen I/O is a brilliant game. In case you haven’t heard of it, it’s a game about programming micro-controllers. It distills programming down to the fun parts, removing the inertia, …
Last time we looked at generating random dungeons for video games using the Drunkard’s Walk algorithm. The Drunkard’s Walk is fun to play with, and often generates cool levels, but it’s also pretty unreliable. That’s not good enough for my purposes: I want to reliably generate big, open, cave-like maps, with lots of…
In 1997 I received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences for work I had done on procedural texture. For example, the NYU Torch on the right is made entirely from procedural textures (except for the text along the bottom). The flame, background, and metal and marble handle…
A word of warning ... I'm presenting here something called an analogy. It's not perfect, it has problems, it's not exact, but there are ways in which it can aid your thinking. I'm giving a way of visualising high-dimensional spheres, a way that has its limitations, but which can help avoid making mistakes based on…
Overview A vulnerability and a separate logic error exist in the gstreamer 0.10.x player for NSF music files. Combined, they allow for ve...
Struggling to complete your game? Discover practical strategies to overcome distractions, stay focused, and manage your game development project effectively.
I've been told I'm good at hiding bodies... pic.twitter.com/ZZBHOvzOKt
Cartoon Law I Any body suspended in space will remain in space until made aware of its situation. Daffy Duck steps off a cliff, expecting further pastureland. He loiters in midair, soliloquizing flippantly, until he chances to look down. At this point, the familiar principle of 32 feet per second per second takes over.
Today at BlizzCon 2016 in Anaheim, California, we announced our collaboration with Blizzard Entertainment to open up StarCraft II to AI and Machine Learning researchers around the world.