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The most popular blog posts about games & graphics on Hacker News. 2,924 posts.
Microtiming in Metallica's “Master of Puppets” (2014)
Metallica’s song “Master of Puppets” has extremely powerful and driving momentum, which is especially impressive given that it is riddled with meter changes and thrashes on for al…
Ultima VIII – How to destroy a gaming franchise in one easy step
In 1994, Origin Systems’s Ultima series was the most universally lauded franchise in computer gaming. Over the course of seven mainline games and five spinoffs and side stories, the Ultima brand had consistently stood for elaborate but doggedly nonlinear plots which seriously engaged with questions of ethics; for the…
Starcraft (A History in Two Acts)
Great success brings with it great expectations. And sometimes it brings an identity crisis as well.
Gaussian splatting is pretty cool
SIGGRAPH 2023 just had a paper “ 3D Gaussian Splatting for Real-Time Radiance Field Rendering ” by Kerbl, Kopanas, Leimkühler, Drettakis, and it looks pretty cool! Check out their website, source code repository, data sets and so on (I should note that it is really, really good to see full source and full data sets…
Don’t starve, Diablo – Parallax 7 (2016)
In the 1990s, games started to move from 2D to 3D and if an alien would have landed on earth back then, it surely would have thought that nobody needs these low-res polygon-models without any filtering. Then it would destroy the earth.
Denuvo Analysis
This post is intended for educational purposes only. Denuvo is arguably the most successful digital rights management solution to have ever existed, and is therefore an interest to many. This blog contains a large amount of my personal notes and correspondence with other reverse engineers (see kudos ) which contains…
3D Line Drawings
This is an experiment examining how to create a 3D line drawing of a scene. In this post, I will describe how this can be done by augmenting the process of generating 3D Gaussian Splats 3D Gaussian Splatting for Real-Time Radiance Field Rendering , by Kerbl et al. and leveraging a process to transform photographs into…
The beauty of CGI and simple design
Finding someone still singing CGIs praises is surprising, and some alliteration.
Bullfrog After Populous
I’ll give you an analogy of what Populous is in my mind. Imagine if I had a blank canvas. Some people that are true artists will take a palette of paint and mix them together and carefully handcraft each and every single brushstroke until they have some beautiful and amazing picture. And then there’s me. I had the…
Let's write a video game from scratch like it's 1987
In a previous article I've done the 'Hello, world!' of GUIs in assembly: A black window with a white text, using X11 without any libraries, just talking directly over a socket.
Pixar's Chris Horne Sheds New Light on Monsters University
No, literally. Pixar's lighting/rendering systems were completely redone for their new film Monsters University. In my correspondence wi...
Stable Fast 3D: Rapid 3D Asset Generation from Single Images
We are excited to introduce Stable Fast 3D, Stability AI’s latest breakthrough in 3D asset generation technology. This innovative model transforms a single input image into a detailed 3D asset, setting a new standard for speed and quality in the field of 3D reconstruction.
Programming vehicles in games
The fundamental principles needed to get a functional vehicle in your game.
You can make PS2 games in JavaScript
I recently discovered that you could make PS2 games in JavaScript.
A dive into the making of a 64K Intro
This article is also available in Russian, courtesy of Vlad Brown: Погружение в создание Immersion At last. Last December, we finally finished it. This video here is our last production, a 4 minute animation called “Immersion”. To be more precise, it’s a capture of what is usually referred to as a 64k intro. But more…
Books I used to develop a game engine
If you have decided to develop your game engine, you may be wondering where to start, what books to start reading, etc. If you are in this situation, I recommend getting a copy of the following books:
The lost art of 3D rendering without shaders
Learn how OpenGL and Metal work by writing your own 3D renderer from scratch
Lessons Learned from Shenzhen I/O
Shenzhen I/O is a brilliant game. In case you haven’t heard of it, it’s a game about programming micro-controllers. It distills programming down to the fun parts, removing the inertia, …
Optimal Strategy for Connect 4
The graph, the viewer, and the verification tooling all live in the WeakC4 repository on GitHub .
How Unreal Renders a Frame
This is part 1 of the “How Unreal Renders a Frame” series, you can access part 2 and part 3 as well. I was looking around the Unreal source the other day and inspired by some excellent …
Blender 3.0 takes support for AMD GPUs to the next level
AMD has been working with Blender to improve support for GPU rendering in Cycles using the open source HIP API.
How Does Voxel Quest Work Now?
Boom Boom Boom, let me hear you say wayoh... #gamedev pic.twitter.com/DQYKwGaiLs
Technical Breakdown of a new NES game written in Lisp
What Remains is a narrative adventure game for the 8-bit NES video game console, and was released in March 2019 as a free ROM, playable in emulator. It was created by a small team, Iodine Dynamics, over the course of two years of on and off development. It’s currently in the hardware phase as a limited batch of…