GwtQuake: Taking the Web to the Next Level (HTML5+WebGL Quake)
Back in November of 2009, Joel Webber and I were at a GWT Summit focused on improving the Web and UI latency. Someone was giving a presentat...
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The most popular blog posts about games & graphics on Hacker News. 2,047 posts.
Back in November of 2009, Joel Webber and I were at a GWT Summit focused on improving the Web and UI latency. Someone was giving a presentat...
Exactly one of the following statements is true. In Tetris, you can always get at least one line before losing. In Tetris, a sufficiently evil AI can always force you to lose without getting a single line, by providing bad pieces. Which one? Prove it. The setup I crea...
How I developed a Klondike Solitaire game for curses in C language as an entry for the IOCCC.
Building upon my experience with the ReactJS Slide Puzzle, I thought I'd take the concept of a React-based game one step further. Flip is not very practical, and uses a lot of potentially buggy CSS3 and ES5 methods, but I mean, it's just a game. Besides, it shows some of
In Star Versus’s two player mode, the first thing players see is a menu to select their ships, handicaps, and arenas. Although straight forward in concept, this menu actually maxes out the NES’s graphics in multiple ways. Specifically, it uses each available palette, requires all 64 sprites, and places 8 sprites onto…
Bill Gates was as aware as everyone else of the abundant deficiencies of his own company’s hastily procured operating system for the IBM PC. So, in September of 1981, before the PC had even shipped and just a handful of months after VisiCorp had started their own similar project , he initiated work at Microsoft on a…
FlapMMO is a new and popular browser game inspired by Flappy Bird. Unlike Flappy Bird, though, each server has hundreds of other players and you can all see each other. It's lots of fun and I previously posted about hacking FlapMMO for mouse control .
I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. This post is about GOOL, the LISP language used in Crash 1, Crash 2, and Crash …
Using RAII to attach diagnostic information to your command buffers
TL;DR: After the analysis in this post, I started using SLANT/PRICE/DOUGH/BALMY, but it may not be the best sequence for you.
Video games are art, but a strange art: their essence is transformation of the player, not description to the player. This makes meaningful criticism nearly impossible—you can point at the moon, but it’s not the moon, and once someone sees it, they no longer need the pointing.
The only aspect of game development I’ve not attempted myself is the music. I mostly use royalty free music of Japanese origin (just because I dig their vibe...
This blogpost explores my journey of bringing higher level languages (in this case C) to console video-game modding, as an alternative to hand-tailored assembly mods.
TL;DR: In this post, I build an app that classifies whether an audio sample is a kick drum, snare drum, or other drum sample with 87% accuracy using 🎉machine learning. 🎉
We help to build the next thing
Confession time: While I like to rationalize my blog’s recent silence with changing jobs and moving to a new city, the truth is, the single biggest drain on my free time lately has been Super…
Cute Framework is a simple, yet powerful C/C++ framework for building 2D games using the modern GPU pipeline. While C or C++ is fine, Swift is a modern language that many developers prefer for its safety and expressiveness. In this post, we will explore how to set up a project using Cute Framework with CMake, enabling…
FSD, Waveguides, and Focus/Depth Planes – A Fatally Flawed Foundation While you can’t find what Magic Leap hypes as “photonic light field chip” anywhere in their patent appl…
The VGA remake of Quest for Glory I . By this point, Sierra’s graphics exceeded the quality of most Saturday-morning cartoons, and weren’t far off the standard set by feature films, being held back more by the technical limitations of VGA graphics than those of the artists doing the drawing.
AI automation and the Four Horsemen of the paper jam.
This is a guest post by VR developer Hugh Hancock , creator of Vive horror/RPG Left-Hand Path .
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When Rubik’s Cube first appeared decades ago, I jumped on it. I bought one, and spent an entire summer fiddling with it. Over that summer, I developed a solving technique that has stuck with me. My technique is not the fastest; that was never the goal. My algorithms make sense to me because they are constructed, and…
Use the parallel processing power of your GPU to simulate a simple chemical system that exhibits emergent behaviors