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Games & Graphics

The most popular blog posts about games & graphics on Hacker News. 96 posts.

2017
62

CHIP-8 in Common Lisp

In the previous post we looked at how to emulate a CHIP-8 CPU with Common Lisp. But a CPU alone isn't much fun to play, so in this post we'll add a screen to the emulator with Qt .

66

Photo-realistic lip-sync from text

We present ObamaNet , the first architecture that generates both audio and synchronized photo-realistic lip-sync videos from any new text. Contrary to other published lip-sync approaches, ours is only composed of fully trainable neural modules and does not rely on any traditional computer graphics methods. More…

73

How to draw oscilloscope lines with WebGL

When I saw oscilloscope music demos, they amazed and inspired me. Observing a clever use of interaction between sound and an electron beam is a unique experience. Some awesome oscilloscope music videos: Youscope, Oscillofun and Khrậng. However, I could not find any beautiful oscilloscope emulators. Lines produced by…

76

Mediagenic (or, the Patent from Hell)

On August 31, 1966, a 44-year-old electrical engineer named Ralph Baer had an epiphany whilst waiting for a colleague outside a New York City bus terminal. For reasons he would never be able to explain, his thoughts turned to the potential of an interactive version of television. The next day, he sat down in his…

78

Minesweeper: Advanced Tactics (2005)

In this position, I know about a bunch of mines on all the remaining fronts, but I can't quite determine where they are. There are a few mines that might be in one of two positions (red or blue), a cluster of mines that might be in one of two arrangements (green), and a more complex situation in the top left which I…

79

No Man’s Sky One Year Later

It’s been a year since I last played the captivating , frustrating , and ultimately disappointing No Man’s Sky. There have been some large updates since then, and so I thought now would be a good time to come back and see how the game has evolved. These columns are going to run through September, so you’re basically…

80

Lightmap Compression in the Witness

In my initial implementation of our lightmapping technology I simply stored lightmap textures in RGBA16F format. This produced excellent results, but at a very high memory cost. I later switched to the R10G10B10A2 fixed point format to reduce the memory footprint of our lightmaps, but that introduce

82

Recompiling the Lost Vikings

In my previous blog post I talked about reverse engineering the virtual machine used to implement objects in the Lost Vikings. The Lost Vikings was released in 1993 by Silicon and Synapse, now bett…

84

The IBM PC, Part 1 (2012)

What with the arrival of the category-defining Commodore VIC-20 and the dramatic growth of the British PC market, 1981 has provided us with no shortage of new machines and other technical developments to talk about. Yet I’ve saved the biggest event of all for last: the introduction of the IBM PC, the debut of an…

87

Game Engine Black Book: Wolfenstein 3D

How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked…

90

GPU Performance for Game Artists

Performance is everybody’s responsibility, no matter what your role. When it comes to the GPU, 3D programmers have a lot of control over performance; we can optimize shaders, trade image quality for performance, use smarter rendering techniques… we have plenty of tricks up our sleeves. But there’s one thing we don’t…