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The most popular blog posts about games & graphics on Hacker News. 2,924 posts.
Learning Machine Learning for Game Development
Posted by Ji Hun Kim and Richard Wu, Software Engineers, Stadia Over the years, online multiplayer games have exploded in popularity, captivating m...
Command and Conquer – Programming an RTS game in HTML5 and Javascript
I’m a programmer and author interested in how intelligence, perception and learning work—and in building things that explore those questions directly.
30 Year Anniversary of WarCraft II: Tides of Darkness
I want to wish everyone happy Yule festivities! Midwinter in the northern hemisphere has passed, the days are now slowly becoming longer.
In the future, all space marines will be Warhammer 40K space marines
M.C.A. Hogarth's account of the 2012–2013 Games Workshop "space marine" trademark dispute over her novel Spots the Space Marine, with the original posts preserved and the book available direct.
Rescuing vintage arcade video games from an abandoned ship (2016)
Regular readers of this blog will have seen me reference “Arcade Raids” in previous articles. This might create images in your head of hooded gangs of arcade collectors breaking into warehouses in …
40 years later, a game for the ZX Spectrum will be again broadcast over FM radio
Anyone who still has a working Spectrum ZX will then be able to test the game.
L-systems
Jordan Santell, focusing on open web engineering, immersive web, WebXR, WebGL, JavaScript, open source, open standards, and all things weird web.
Uncovering the mechanics of The Games: Winter Challenge
An investigation into The Games; Winter Challenge
Black Triangles (2014)
One of my most popular posts was also my very first… which has since been lost to the Great Blog Devouring of ’14. So… here’s the post from over ten years ago (has it been that long?!?!?!) about an event from almost twenty years ago. Still stuff I have to remind myself about some days.
The tech of 'Terminator 2' – an oral history (2017)
Ever since James Cameron’s Terminator 2: Judgment Day was released in 1991, I’ve been reading about the many ways ILM, led by visual effects supervisor Dennis Muren, had to basically invent new way…
The Art of PNG Glitch (2015)
A documentation for all about glitching PNG.
Infinite Mac: Infinitemac.org
tl;dr: Infinite Mac has a new home at infinitemac.org . Using a new Emscripten port of Mini vMac, it is now able to run almost every notable version of Mac OS, from 1984’s System 1.0 to 2000’s Mac OS 9.0.4 . The project is also now accepting donations (via GitHub Sponsors or PayPal ).
Using loaded dice to cheat at Settlers of Catan, and p-values to avoid suspicion
My copy of Settlers of Catan came with two normal wooden dice. To load these dice, I placed them in a small plate of water overnight, leaving the 6 side exposed.
Happy Birthday Monkey Island
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry
World of Warcraft: one simple line of code can cost you dearly (2016)
A few days ago, a new type of gold/item scam made the rounds. Usually scamming in MMORPGs is done using social engineering techniques, e.g. an attacker sells a fake item code for alleged in-game items like mounts to a potential victim for in-game currency. But this most recent kind of attack does not only involve…
How to Put More “Character” into Your NPCs
Geoffrey Golden explores narrative design and imbuing NPCs with life and personality
GameCube Emulation and Pixel Processing Problems
The GameCube GPU is a complex, tight-knit piece of hardware with impressive features for its time. It is so powerful and so flexible, it was used unmodified within the Wii architecture. For a comparison, just imagine a SNES running with an NES's graphics system. This is completely unheard of, before...
Learning Solver Design: Automating Factorio Balancers
I built a Factorio belt balancer solver. From tiny 2x2 grids to a massive 16x16 monster, every step revealed new solver tricks, numeric hiccups, and devious debugging puzzles.
What I've learned about flow fields so far
Noise functions and the tiniest bit of trigonometry can take you a long way towards making art.
We Made Amiga, They Fucked It Up (2015)
The Commodore/Amiga honeymoon could hardly have been more idyllic. Honoring the wishes of everyone at Amiga to not get shipped off to Commodore’s headquarters in West Chester, Pennsylvania, Commodore instead moved them just ten miles from their cramped offices in Santa Clara, California, to a spacious new facility in…
Ron Gilbert started production on Thimbleweed Park 2
Ron Gilbert's often incoherent and bitter ramblings about the Game Industry