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Games & Graphics
The most popular blog posts about games & graphics on Hacker News. 2,047 posts.
Swallowing the elephant into Blender
Some years ago Matt Pharr wrote an excellent blog post series, “ Swallowing the elephant ”, in which he describes various optimizations done in pbrt using Disnay’s Moana Island Scene .
How to make roguelike games in Rust
This tutorial is free and open source, and all code uses the MIT license - so you are free to do with it as you like. My hope is that you will enjoy the tutorial, and make great games!
Why old games never die, but new ones do
It’s well known that video games today are disposable pieces of slop. Modern multiplayer games tend to fall into one of two categories: they’re abandoned after a while and the servers a…
The game of life emulated in the game of life
Conway's Game of Life, emulated in Conway's Game of Life: The life simulator used is Golly which has a built-in script to generate these metapixel grids (select a pattern, and choose "metafier.py" from the scripts list). Outer Totalistic Cellular Automata Meta-Pixel: The metacell uses a period 184 tractor beam, which…
This game is a single 13 KiB file that runs on Windows, Linux and in the Browser
Not that long ago I became aware of Justine Tunney's cosmopolitan libc project. It's a toolkit that allows you to compile C source code into a single binary...
I Am the Cheapest Bastard in Indie Games
A Queen's Wish screenshot. Note that I use game art that I like to look at. This is necessary because I'll be staring at it for years, and...
My first game with Carimbo, my homemade engine
https://youtu.be/nVRzCstyspQ
Simplifying Board Games
A few years ago I wrote about how I'd been playing a simplified version of Carcassonne with Lily. We stopped for a while, but recently we've played simplified versions of Ticket to Ride, Race for the Galaxy, Guillotine, and Settlers of Catan. My general approach here is to find a core piece of the game that will be…
Show HN: NESFab – Programming language for making NES games
NESFab is a new programming language for creating NES games. Designed with 8-bit limitations in mind, the language is more ergonomic to use than C, while also producing faster assembly code. It's easy to get started with, and has a useful set of libraries for making your first — or hundredth — NES game.
Recreating Daft Punk's Something About Us
An in-depth, personal journey recreating Daft Punk’s “Something About Us” in Ableton Live 12 — track by track. From synths to talkbox guitars, a nostalgic dive into French Touch culture, sound design, and the joys of music production.
How fighting games use delay-based and rollback netcode (2019)
I would like to thank krazhier and Keits for taking hours out of their busy schedules to discuss technical aspects of netcode with me, and Sajam for taking time to answer interview questions and being supportive throughout the writing process. I would also like to especially thank MagicMoste for making all the…
Visualizing quaternions: An explorable video series
Explaining how quaternions, a four-dimensional number system, describe 3d rotation.
The Rubik's Contraption
A collaboration with Jared . Before any build log, here's a video: That was a Rubik's cube being solved in 0.38 seconds. The t...
Quake Engine Indicators
I was working on a bug in Chocolate Quake netcode. The issue was an edge case where starting two clients on the same machine resulted in the second one zombifying the first one. When the bug occurred there was no disconnection but the client could no longer move. Instead the screen would show an "indicator" looking…
Software rendering in 500 lines of bare C++
In this series of articles, I aim to demonstrate how OpenGL, Vulkan, Metal, and DirectX work by writing a simplified clone from scratch. Surprisingly, many people struggle with the initial hurdle of learning a 3D graphics API. To help with this, I have prepared a short series of lectures, after which my students are…
Krita, OpenGL and Qt
Adrian Page first coded an OpenGL-based canvas implementation for Krita in 2005 . That was back in the Qt3 days. OpenGL was fairly simple back then, but we had to duplicate all our canvas handling code, once implemented in OpenGL, once implemented with QPainter.
Database “sharding” came from Ultima Online? (2009)
Lessons Learned: Sharding for startups is a technical post about database scalability. What caught my eye was the term . What an odd term — “sharding.” Why would a database be described that way?
The Lego Great Ball Contraption
The Great Ball Contraption is a class of machines built with Lego that transport small balls from place to place in many different ways. The otherwise pointless
Railroad Tycoon II
Like a lot of boys, I grew up loving trains. And like a lot of men, I retain my fascination for them today.
Every possible Wordle solution visualized
Every Wordle solution laid out at once. Filter all 2,309 by letter, position, and gray/yellow/green clues to narrow down today's answer.
How Super Mario Bros. 3 was made
I picked up a children's picture book at the local library recently. Some of you might be thinking, "Why would you take out a Japanese picture book ? Are your Japanese language skills that atrophied?" Well, this happened to be a very special book, because it showed kids how Nintendo games are made, from start to…
Ray Tracing in pure CMake
A simple ray tracer written in pure CMake
Architecture of the Playstation 2
An in-depth analysis that explains how this console works internally
I accidentally deleted a bad game revision from MAME
Awhile back, I had the chance to dump a game for MAME. I told myself that if the chance ever came up again, I’d contribute again. Luckily, it turns...
2D Liquid Simulator with Cellular Automaton (2017)
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