Bevy XPBD: A physics engine for the Bevy game engine
Bevy XPBD 0.1.0 has finally been released on crates.io!
Every blog post that took off on Hacker News, ranked by the votes of its best submission. 2,047 posts.
Bevy XPBD 0.1.0 has finally been released on crates.io!
Brute force, gaussian blur, and Jump Flood Algorithm based outline approaches tested and compared.
As it’s the 50th anniversary of the Apollo 11 moon landings, I thought this would be a great opportunity to live code a demonstration of using my new compiler to write a simple lunar lander game… but first, I’m going to port the compiler to generate code for an actual lunar lander. Yes, my target platform is the…
graph theory, music theory
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
There's nothing here. The Internet is far too dangerous right now. The blog may return in future, if I get around to it.
“I was really influenced by three films,” Ridley Scott told Fantastic Films in 1979, on the subject of the Nostromo and its claustrophobic corridors. “Not so much in terms of Star…
Are you building a Gameboy emulator? Are you stuck? Are you failing Blargg’s test ROMs and can’t work out why?
On your computer graphics journey, you will eventually run into some paper or code mentioning spherical harmonic functions. They are indeed a very useful tool: with just a few coefficients, they allow us to approximate a given function defined on a sphere. This can be very useful for modeling complex lighting.
How many board configurations are there in the game of 2048? Let's try to enumerate them.
The story of changing a single byte
This article is part of a series about Street Fighter II and the CPS-1. It is recommended to read the previous entries before reading this one.
What are the options for game developers looking to migrate away from Unity?
The following is an email I sent to John Carmack of Id Software after I had watched his Quakecon 2012 Keynote Speech
Are you shipping textures to players as PNGs? The goal of this post is to convince you that this is suboptimal, and walk you through a better approach.
The full extent of Wolfenstein 3D ‘s popularity during 1992 and 1993 is difficult to quantify with any precision due to the peculiarities of the shareware distribution model. But the one thing we can say for sure is that it was enormously popular by any standard. Apogee sold roughly 200,000 copies of the paid…
An autobiographical essay by Jay Tholen about being a youngster making games and posting them online!
We’ve been lied to. They keep showing us charts where CPU speed goes up and up every year as if Moore’s Law isn’t just a historical observation but some kind of divine right. Without lifting a finger, we software folks watch our programs magically accelerate just by virtue of new hardware.
Well, this is a bit of a roller coaster tale that I’ve been meaning to share for a while. Before we start, let’s take a trip into the history books to set the scene. In October 1993, Na…
“I Know This” is a game I made for the Global Game Jam 2015 along with Gavin McCarthy (art, design), Adam Axbey (sound effects) and Matthew Simmonds (4mat) (music); I did programming and design. The name we chose for the team was Two’s Complement .
If you are looking to synthesize the sound of a plucked string, there is an amazingly simple algorithm for doing so called the Karplus-Strong Algorithm. Give it a listen: KarplusStrong.wav Here it …
I was a bit bored during Christmas, so I decided to construct a whole Nintendo Entertainment System (NES) in an FPGA . An FPGA is a progra...
We get a closer-to-final look by applying custom palettes to the backgrounds.
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,…
I, Thomasina Coverly, have found a truly wonderful method whereby all the forms of nature must give up their numerical secrets and draw themselves through number alone…
Doom 3 was released in 2004, which I can't believe was a decade ago. Great game, atmospheric and scary, and a worthy successor of the first two games in the series. Several years after the initial release, in 2011, Doom 3's source code was published on Github. It can be fun to poke around the repository to learn how…
In this vaguely disturbing picture of Toys for Bob from 1994, Paul Reiche is at center and Fred Ford to the left. Ken Ford, who joined shortly after Star Control II was completed, is to the right.