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Games & Graphics

The most popular blog posts about games & graphics on Hacker News. 878 posts.

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193

A dive into the making of a 64K Intro

This article is also available in Russian, courtesy of Vlad Brown: Погружение в создание Immersion At last. Last December, we finally finished it. This video here is our last production, a 4 minute animation called “Immersion”. To be more precise, it’s a capture of what is usually referred to as a 64k intro. But more…

195

An Unreal Decision

Discover the journey of switching game engines from Unity to Unreal Engine 4 for the development of Republic Sniper. Learn about the challenges, benefits, and insights gained from this transition, along with progress updates and insights into UE4's features.

204

Godot 3.0 game engine released

After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, and many other…

205

Factorio for Nintendo Switch is now available

As announced previously, Factorio is now available for Nintendo Switch. You can find it on the Nintendo eShop in your region. I hope you will enjoy it. Remember that if you are not sure, you can try the demo. I recommend playing through the tutorial campaign even if you are a veteran player, as it gradually teaches…

207

How to Get into VR

This is the second edition of Paths [https://ycombinator.wpengine.com/category/paths/], a series outlining emerging technologies with clear steps on how to get started in each field. This series was designed with makers and aspiring entrepreneurs in mind. We talked to college students interested in engineering…

209

Godot 4.0 will discontinue visual scripting

Godot's visual scripting language, VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from the start was simply not the right…