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Games & Graphics

The most popular blog posts about games & graphics on Hacker News. 82 posts.

2015
34

Procedural City Generation

Since seeing the city generation from the shelved Introversion Software game “Subversion” in action , I’ve wanted to to try writing a basic procedural city generator myself. The developers followed a method described in Parish and Müller’s paper: Procedural Modelling of Cities (2001) . The paper is well-written and…

36

NES Graphics – Part 3

Part 1 and part 2 described CHR data, nametable based backgrounds, sprites, and scrolling. Combined, these cover nearly everything a basic NES cart can do without using additional hardware. To go any further will require a quick tangent to discuss, in detail, how rendering happens.

41

Reverse Engineering Wipeout

In 1995 one of my all time favorite video games was released: the original WipEout for PlayStation. The brand new PlayStation produced 3D graphics previously unseen on living room TVs and WipEout exploited its capabilities like no other game at the time. It was one of the pioneering titles of the fifth generation…

44

Writing a Game Boy Advance Game

I spent a lot of time as a kid playing (generally, pretty terrible) games on my Game Boy. Having never written code for anything other than 'regular' general purpose computers before, I've been wondering recently: how easy is it to write a Game Boy (Advance) game?

55

Porting a NES Emulator from Go to Nim

Let me get this straight. We have an emulator for 1985 hardware that was written in a pretty new language (Go), ported to a language that isn’t even 1.0 (Nim), compiled to C, then compiled to JavaScript? And the damn thing actually works? That’s kind of amazing.

59

Inside Look at Valve's New Lighthouse Tracking System

While walking around the Bay Area Maker Faire this weekend, I stumbled across an amazing piece of technology: Valve's "Lighthouse" tracking system. Valve's demos were (supposedly) a major contributor to Oculus' fundraising efforts and ultimate sale to Facebook, and this device may have been a key piece of those demos…

60

Five Years of Being a Full-Time Indie Game Developer

Wow, it’s been a while. Figured passing another milestone is worth at least some sort of update. Looking back at my 1 year milestone has been amusing. My initial thought was that almost all the points brought up 4 years ago would no longer apply. A lot of the insights back then are strangely still quite applicable. So…