The Collective Ambition Behind Odysseus, a Game-Changing Sci-Fi Larp
A conversation with lead producer Laura Kröger on the making of Odysseus and what it would take to become a permanent institution.
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The most popular blog posts about games & graphics on Hacker News. 193 posts.
A conversation with lead producer Laura Kröger on the making of Odysseus and what it would take to become a permanent institution.
Someone recently introduced me a weird and wonderful little board game that has become my latest obsession. It's a game for 2-12 players where horses race...
From January to July 2026, I have continued to work on my UK Class 800-inspired train simulator. There are a number of components in progress, but few newly completed: in lieu of posts about completed portions of the simulator, here’s a roundup of progress across the different hardware aspects of the project.
In the summer of 1994 Naughty Dog, Inc. was still a two-man company, myself and my longtime partner Jason Rubin. Over the preceding eight years, we had published six games as a lean and mean duo, b…
Do you feel spoiled by modern hardware? I know I do. Even the cheapest CPUs have at least 4 cores nowadays, running billions of operations per second. The idea that you could run any software on le…
One of the most fascinating sequences in Atari’s arcade manufacturing process in the early 80s, was the application of the fabulous artwork that adorned all of its cabinets from the golden ag…
Chess is a lot trickier than it looks. It has so many rules: castling, en passant, pawn promotion, pinning, the discovered check, and the de...
How I developed a Klondike Solitaire game for curses in C language as an entry for the IOCCC.
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.
AI automation and the Four Horsemen of the paper jam.
How I got many of my childhood games running again after fighting with old Copy-Protection mechanisms
INT. WAREHOUSE - NIGHT Following my recent rants about computer generated effects ( here and here ), I thought it would be fun to look i...
In this post I’m going to cover a neat technique for rendering regions of fog with varying density. I’ll start by covering some of the basic principles behind fog rendering and a few co…