How to Put More “Character” into Your NPCs
Geoffrey Golden explores narrative design and imbuing NPCs with life and personality
Every blog post that took off on Hacker News, ranked by the votes of its best submission. 2,047 posts.
Geoffrey Golden explores narrative design and imbuing NPCs with life and personality
I built a Factorio belt balancer solver. From tiny 2x2 grids to a massive 16x16 monster, every step revealed new solver tricks, numeric hiccups, and devious debugging puzzles.
Noise functions and the tiniest bit of trigonometry can take you a long way towards making art.
The Commodore/Amiga honeymoon could hardly have been more idyllic. Honoring the wishes of everyone at Amiga to not get shipped off to Commodore’s headquarters in West Chester, Pennsylvania, Commodore instead moved them just ten miles from their cramped offices in Santa Clara, California, to a spacious new facility in…
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
Making music with low-level C code, from a simple saw wave to playing melodies
You are seeing this because the administrator of this website has set up Anubis to protect the server against the scourge of AI companies aggressively scraping websites. This can and does cause downtime for the websites, which makes their resources inaccessible for everyone.
In which we answer every question you've ever had about digital color, and some you haven't.
I fell down the rabbit hole making a homebrew SNES game a few days ago, and since I couldn't find many good resources, I figured I'd write something of a tutorial.
Brick Technology’s new video features increasingly powerful Lego machines designed to topple ever stronger towers. I love their iterative engineering videos (an
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 contributed this one-filer to the C64 Demo compo at Datastorm 2013 . It ended up on 7th place, which I consider quite good for a technical proof of concept.
Over the years I’ve worked on many games, some big, some small. I’ve found that the smaller the game, the more fun I seem to have making it. So I set out to make the smallest game I pos…
Movies and computer games are my two favorite things. If I weren’t doing one I’d be doing the other.
Unless you live under one of the few rocks that still lack Internet access, you’ve probably already heard of an “event queue” . If not, maybe “message queue”, or “event loop”, or “message pump” rings a bell. To refresh your memory, let’s walk through a couple of common manifestations of the pattern.
We all have our little mantras we use to get through the day. After I started writing games in 1994 and went full-time in 1995, I soon c...
In a Tower Defense game, there are many enemies that are all headed to the same place. In many Tower Defense games, there is a predetermined path, or a small number of paths. In some, such as the classic Desktop Tower Defense [1] , you can place towers anywhere, and they act as obstacles that affect the paths taken by…
I recently purchased the textbook “Aircraft Control and Simulation” by Brian L. Stevens, Frank L. Lewis, and Eric N. Johnson 1 . This book covers the control and simulation of aircraft. It’s really dense and frankly hard to understand. As far as aerodynamics texts go, it’s pretty typical.
After Richard Garriott and his colleagues at Origin Systems finished each Ultima game — after the manic final crunch of polishing and testing, after the release party, after the triumphant show appearances and interviews in full Lord British regalia — there must always arise the daunting question of what to do next…
Welcome, This is the index page for my "Reverse engineering the rendering of The Witcher 3" small series where I select some rendering tec...
Wake up and smell the bullcrap.
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
There are many potential ways to use AI 1 (and computers in general) for 2D animation. I’m currently interested in a seemingly conservative goal: to improve the productivity of a traditional hand-drawn full animation workflow by AI assuming responsibilities similar to those of a human assistant.
An in-depth analysis that explains how this console works internally
Using Dear ImGui for creating a visual node graph.
Polly the Frog by ...