Abusing DuckDB-WASM by making SQL draw 3D graphics (Sort Of)
Personal blog and portfolio site
Every blog post that took off on Hacker News, ranked by the votes of its best submission. 2,047 posts.
Personal blog and portfolio site
There is a lot of randomness in a game of Slay the Spire. From the cards and relics offered, to the potions dropped, to the map layouts and random encounters, very little remains the same between two playthroughs. This is part of the beauty of the game, forcing you to adapt and make the most out of the resources you…
How I built a graphical bootable "game" for the Raspberry Pi (or any other modern computer) in C#.
This text presents a method for embedding a programmable, general-purpose, digital computer into Tetris. It describes the capabilities and performance of an implementation that runs Tetris on Tetris.
Software Engineer at Figma. Previously at Dropbox. Studied Math/CS at Brown University.
The source code for the classic PSX launch title wipEout was leaked in 2022. A few month ago I finally sat down to take a look at it. The result is a (nearly) complete rewrite that compiles to Windows, Linux, macOS and WASM.
Since seeing the city generation from the shelved Introversion Software game “Subversion” in action , I’ve wanted to to try writing a basic procedural city generator myself. The developers followed a method described in Parish and Müller’s paper: Procedural Modelling of Cities (2001) . The paper is well-written and…
It’s replicating the most lucrative entertainment businesses on earth… and then adding a lot more.
My inbox is stuffed with pitches from start-ups wanting to compete with Roblox, that plucky Lego-ish multiplayer game-creation platform currently valued at 41 billion dollars. They shouldn't try, but here's how to maybe not fail if they insist anyways.
This documents my process of finding a fix for the “Original game not found” problem when installing Heroes of Might and Magic V: Hammers of Fate from Ubisoft. For the actual fix, pleas…
Back in 2016, I started a side project to reverse engineer the game Duke Nukem II and build an open source reimplementation of its engine from scratch – called Rigel Engine (Check it out on GitHub)…
This post is based on my project in my Computer Vision class last semester
This is a proposal and proof-of-concept for an interactive book about programming the graphics processor.
Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a b...
Interesting technical tidbits about the NES…
The way I got into the software business (besides learning to code) was to use every piece of software I could find and send the developers ...
It’s been roughly 3 years since DDraceNetwork (DDNet) started in the summer of 2013. Last year I wrote a non-technical History of DDNet . Today in this post we will dive into the technical side of what makes DDNet run.
How I rolled up my sleeves and got a real-time lighting engine working under the constraints of PICO-8.
I’ve made some modern games in retro style, and one thing people will always tell you is, make sure your pixels are the same size. When your base resolution ...
So Capcom senior VP Christian “Sven” Svensson mentioned that Capcom is losing money because the Playstation Network is down . This is especially hard on Capcom, because the phone-home DRM Capcom uses has locked all of their Playstation customers out of their games.
Part 1 and part 2 described CHR data, nametable based backgrounds, sprites, and scrolling. Combined, these cover nearly everything a basic NES cart can do without using additional hardware. To go any further will require a quick tangent to discuss, in detail, how rendering happens.
tl;dr: You can now run many BeOS versions in the browser at Infinite Mac , my site where you can experience the Macintosh Cinematic Universe from 1984 to 2005. The installs are full peers to their Mac cousins: you can boot them instantly (large disks are streamed in), play around with pre-installed software from…
Texts on this and that.
3 years ago, I started developing Swords & Ravens , an open-source online multi-player adaptation of a strategy board game I love, A Game of Thrones: The…
Just over a month ago I announced ViziCities , the latest project from Pete Smart and myself . We're not quite ready to release it yet but make sure you sign up for the beta to be the first to use it. In the meantime, let me fill you in on what we've been up to this past month.