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Games & Graphics

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

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1656

The Geometry Behind Normal Maps

Tangent space is often presented as a confusing block of shader math. This is a deep dive into what tangent vectors actually mean, how they emerge from UVs to bridge 2D and 3D space, and the geometry that makes normal mapping possible.

1662

M.U.L.E. 40th Anniversary Special

Written and copyrighted by Christian A. Schiller , World of M.U.L.E. curator, with contributions from Andrew Dieffenbach, M.U.L.E. Online developer. No reprint without permission. Happy to get feedback on this feature, either via the contact form or one of the following social media accounts: Facebook , Twitter or…

1664

Building Principia for Windows XP

Back in the day when Principia originally released for Windows in 2014, the game would run on versions as far back as Windows XP. Given that Principia 1.4 was released while Windows XP still had mainstream support, this of course made sense at the time, and there was no real reason not to support it given that the…

1665

Magic: The Gathering Is Turing Complete (v5)

I'm assuming you're familiar with the basic idea of what a Turing machine is . There are a few parts to building one in Magic: a tape extending in two directions storing cells of a few different "colours"; a processing head that can read the current cell's colour, write a new colour and change its state if necessary…

1667

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…

1669

Implementing a tiny CPU rasterizer (2024)

In the OpenGL course I'm teaching at a university, my students learn that the GPU uses something called rasterization to draw stuff on the screen. Then, I explain how — in theory — rasterization works, e.g. how would one write the code to draw a fixed triangle on screen. Of course, the GPU does that for us, but it is…

1673

Quake 3 Source Code Review

Since I had one week before my next contract I decided to finish my "cycle of id". After Doom , Doom Iphone , Quake1 , Quake2 , Wolfenstein iPhone and Doom3 I decided to read the last codebase I did not review yet: idTech3 the 3D engine that powers Quake III and Quake Live . The engine is mostly an evolution of…

1679

Painting with math: A gentle study of raymarching

A compilation of my Raymarching and Signed Distance Field learnings and work. In it, I teach you how to leverage those techniques along with lighting models, smoothmin, soft shadows, and some math to create beautiful 3D raymarched scenes ranging from abstract shapes to infinite realistic-looking landscapes.