Prince of Persia for Commodore 64/128 released
The C64 conversion of Prince of Persia, based on the original Apple II code by Jordan Mechner has been released today. It requires a Commod...
Every blog post that took off on Hacker News, ranked by the votes of its best submission. 2,047 posts.
The C64 conversion of Prince of Persia, based on the original Apple II code by Jordan Mechner has been released today. It requires a Commod...
Gnarled JavaScript warlock, musician, cartoonist, dilettante.
How to make infinite design variations using Perlin noise fields, a simple generative algorithm.
While looking for ways to activate the developer menus left over in Animal Crossing, including the NES emulator game selection menu, I found an interesting feature that exists in the original game that was always active, but never used by Nintendo. In addition to the NES/Famicom games that can be obtained in-game, it…
What follows is a scrap of trivia . . . my collection of RPG plots , in abstract form. I built this by examining the premises of hundreds o...
The original EGA background art for Loom was made by Mark Ferrari . The character art was done by Gary Winnick and Steve Purcell . Gary Winnick designed the sprites and did most of the sprite animation, while Steve Purcell did the larger character portraits and some additional animation. Ken Macklin did the effects…
I've spent the last month adding features and improving performance in z486_MiSTer , mostly working through games from the first half of the 1990s. Looking a few years ahead brought me to another change I wanted to explore: the arrival of 3D graphics cards.
I built a scriptable 3D game engine for the Nintendo DS so you can write and run games directly on the console itself. Written in C using libnds , it compiles to a 100KB .nds ROM that runs at 60 FPS . Features a touch-based code editor on the bottom screen and real-time 3D rendering on the top screen. Ships with a…
When doing the new website for the Sublime Text 2.0 launch, instead of just screenshots, I wanted to have animations to demonstrate some of its features. One of the criteria was that the animations should work everywhere, from IE6 to an iPad. This ruled out two common video options, Flash and the <video> element…
EvE online is a fascinating game. It’s one of the few MMO’s that only have a single “server” to log into, meaning everyone is playing on the same logical world. It’s also had a fascinating set of events that have happened inside it, and also remains a very visually appealing game for what it is:
Veronika Megler just wanted a part-time job while she finished her college degree. She didn't realize it would end with her writing one of the first computer game blockbusters.
A tale about game development and techonlogy obsolescence
A blog about video game development
From the highly eclectic blog of Mark Dominus
Ever wanted to know how exactly did Quake’s precomputed visibility work? I did, so I wrote vis.py , a reimplementation of their algorithm in Python. This guide has all the information you need to understand vis , the tool used by Quake, Half-Life and Source Engine games.
Blog posts and articles by author and game developer Jordan Mechner
Clickbait disclaimer: Stunts was actually created by Distinctive Software; Brøderbund was only the publisher. But nobody heard about Distinctive , and I wanted to be sure this article does not get confused with the one about Disney's Stunt Island . Sorry about that.
A while back I was going through Dolphin’s issues page out of sheer boredom. I eventually came across issue 726 – Gamma setting has no effect. Out of curiosity, I clicked.
Please, feel free to gather better data yourself and prove me wrong. If you do so I'll link to it!
Craft a mansion and uncover mysteries in this exceptional marriage of storytelling and roguelike mechanics.
Tutorials and articles of Inigo Quilez on computer graphics, fractals, math, art, demoscene, shaders and more.