Top posts
Every blog post that took off on Hacker News, ranked by the votes of its best submission. 2,925 posts.
Quest for Glory III and IV
The VGA remake of Quest for Glory I . By this point, Sierra’s graphics exceeded the quality of most Saturday-morning cartoons, and weren’t far off the standard set by feature films, being held back more by the technical limitations of VGA graphics than those of the artists doing the drawing.
Flood Fill vs. The Magic Circle
AI automation and the Four Horsemen of the paper jam.
Unexpectedly Good Things VR Will Probably Cause (2016)
This is a guest post by VR developer Hugh Hancock , creator of Vive horror/RPG Left-Hand Path .
Functional programming explained in Clojure with a terminal-based game
So far, you’ve focused on becoming famil iar with the tools that Clojure provides: immutable data structures, functions, abstractions, and so on. In this chapter, you’ll learn how to think about your programming tasks in a way that makes the best use of those tools. You’ll begin integrating your experience into a new…
Music Language Modeling with Recurrent Neural Networks
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Two-part Rubik's algorithms
When Rubik’s Cube first appeared decades ago, I jumped on it. I bought one, and spent an entire summer fiddling with it. Over that summer, I developed a solving technique that has stuck with me. My technique is not the fastest; that was never the goal. My algorithms make sense to me because they are constructed, and…
Mitosis in the Gray-Scott model: writing shader-based chemical simulations
Use the parallel processing power of your GPU to simulate a simple chemical system that exhibits emergent behaviors
2D gaming using Processing.js
We had a look at some of the basics of making a game using the Processing.js game library, so let's kick it up a notch by just getting down and making our own Super Mario game. When we're done with this part of the tutorial, we'll have a game with koopa troopers, platforms that we can jump up through but not fall down…
GameRoy: JIT Compilation in High-Accuracy Game Boy Emulation
Over the past two years, I have spent a lot of time working on my Game Boy emulator, GameRoy. It has reached a good point, where it has a GUI interface (including a debugger and disassembler) and passes numerous tests (comparable to some of the most accurate emulators). I even made a port to Android!
Getting old Macromedia Director Games to run on modern Hardware
How I got many of my childhood games running again after fighting with old Copy-Protection mechanisms
Old School Visual Effects: The Cloud Tank (2010)
INT. WAREHOUSE - NIGHT Following my recent rants about computer generated effects ( here and here ), I thought it would be fun to look i...
First Shader from Zero in Godot 4
Create your first shader in Godot. Implement texture sampling, shift shader UV coordinates, mask regions, and use noise to generate random shapes that make up a portal.
Writing interactive stories with Ink in Unity
Why I chose Ink as one of the core technologies for my game.
Fantasy Cartography: Just Add Something Blotchy
It's been a while since I've done a graphicky post, so here's a new one for the chilly weather. Over on the doomed platform of magnificen...
8088 MPH: The final version
Although we were very happy with the win at Revision, we were not entirely happy with 8088 MPH as a whole. Because of the time pressure, there were some things we could not finish as well as we wan…
Analytic Fog Rendering with Volumetric Primitives (2025)
In this post I’m going to cover a neat technique for rendering regions of fog with varying density. I’ll start by covering some of the basic principles behind fog rendering and a few co…
Dolphin Progress Report: February 2017
As most of you know, Dolphin was born a GameCube emulator. A lot of its core design and concepts are based around assumptions made that it would only be a GameCube emulator. And, as a GameCube Emulator, Dolphin performs admirably, with the ability to boot every single title and a large portion of the library having no…
Flattening Quadratic Béziers
Blog of Raph Levien.
Is it possible to write games like Pac-Man in a functional language? (2008)
It's not about technology for its own sake. It's about being able to implement your ideas.
How Many (Indie) Games I Sell - Part Two
The first part of this column, in which I gave the full sales figures for one of my games, Geneforge 4: Rebellion , attracted a fair amount...
How Ultima Online rares were born
Amaranthar in the comment thread on the last post referred to “rares” in Ultima Online as a feature. They weren’t really, though. They were a bug .
Thoughts on OnLive
Today OnLive officially launched. If you haven't heard of it, OnLive is an ambitious new gaming service with a unique proposition: instead…
It Looks Like You’re Trying to Take over the World
Fictional short story about Clippy & AI hard takeoff scenarios grounded in contemporary ML scaling, self-supervised learning, reinforcement learning, and meta-learning research literature.