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The most popular blog posts about games & graphics on Hacker News. 2,924 posts.

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847

Doom engine code review

Before studying the iPhone version, it was important for me to understand how Doom engine WAS performing rendition back in 1993. After all the OpenGL port must reuse the same data from the WAD archive. Here are my notes about Doom 1993 renderer, maybe it will help someone to dive in. January 13th, 2010 : Reddit…

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Game Programming Patterns: Event Queue (2014)

Unless you live under one of the few rocks that still lack Internet access, you’ve probably already heard of an “event queue” . If not, maybe “message queue”, or “event loop”, or “message pump” rings a bell. To refresh your memory, let’s walk through a couple of common manifestations of the pattern.

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SIGIL, a New Doom Campaign by John Romero

Romero Games is an independent game development studio based in Galway, Ireland, founded by legendary game designers John Romero and Brenda Romero. The studio creates original PC and console games, combining decades of industry experience with with innovative gameplay, immersive worlds, and modern t

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Pathfinding for Tower Defense

In a Tower Defense game, there are many enemies that are all headed to the same place. In many Tower Defense games, there is a predetermined path, or a small number of paths. In some, such as the classic Desktop Tower Defense [1] , you can place towers anywhere, and they act as obstacles that affect the paths taken by…

860

GDC 2020 has been postponed

After close consultation with partners in the game development industry & community around the world, organizers have made the difficult decision to postpone the Game Developers Conference this March.

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Translating a Fortran F-16 Simulator to Unity3D

I recently purchased the textbook “Aircraft Control and Simulation” by Brian L. Stevens, Frank L. Lewis, and Eric N. Johnson 1 . This book covers the control and simulation of aircraft. It’s really dense and frankly hard to understand. As far as aerodynamics texts go, it’s pretty typical.

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Ultima VI

After Richard Garriott and his colleagues at Origin Systems finished each Ultima game — after the manic final crunch of polishing and testing, after the release party, after the triumphant show appearances and interviews in full Lord British regalia — there must always arise the daunting question of what to do next…