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Games & Graphics

The most popular blog posts about games & graphics on Hacker News. 2,047 posts.

Any year
107

Threes: The Rip-offs and Making Our Original Game

It’s been a weird and awesome couple of months. Our expectations for our tiny game were well, fairly tiny. Basically, we hoped it’d do better than Puzzlejuice. It did. By a lot. It’s still hard to address the world’s response with something beyond a wide-eyed daze but essentially we couldn’t be more thrilled. Duh.

108

Interactive intro to shaders

Demystify shaders with this beginner-friendly guide. Explore fragment shaders, signed distance functions, and metaballs through interactive code examples. Learn how to create beautiful blob animations and effects using just a few lines of code.

109

How to draw an outline in a video game

🖍️ Explaining multiple techniques for rendering outlines and highlights for real-time applications. This includes vertex object-space as well as screen-space methods. This can be used to render outlines in Unity or Unreal. Outlines can be used for gameplay reasons or aesthetics.

111

There oughta be a Game Boy capture cartridge

I present to you: The GB Interceptor. It is an adapter that goes between an unmodified Game Boy and the cartridge and offers a video stream of the game via USB. Click the image to see the video on youtube.com. The video above should give you a good overview of what it does, how it works and what its limitations are…

114

Half-Life

Around twenty years ago, people would have laughed if you told them that videogames would end up at the Smithsonian, but the Half-Life team really did want to make games that were more than just throwaway toys. The rule against cinematics — which made our jobs much harder and also ended up leaving a lot of my favorite…

116

Desktop compositing latency is real

Update: Note that the capture method I use needs to read pixels back from the GPU which can be slow. This means the Windows 10 results are probably worse than they should be. However, without external hardware this seems to be the only way to measure keyboard to screen latency.