Networking of a turn-based game
3 years ago, I started developing Swords & Ravens , an open-source online multi-player adaptation of a strategy board game I love, A Game of Thrones: The…
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The most popular blog posts about games & graphics on Hacker News. 2,924 posts.
3 years ago, I started developing Swords & Ravens , an open-source online multi-player adaptation of a strategy board game I love, A Game of Thrones: The…
Just over a month ago I announced ViziCities , the latest project from Pete Smart and myself . We're not quite ready to release it yet but make sure you sign up for the beta to be the first to use it. In the meantime, let me fill you in on what we've been up to this past month.
Small steps towards running my favorite demo again.
Posted by Matthias Grundmann, Vivek Kwatra, and Irfan Essa, Research at Google One thing we have been working on within Research at Google is deve...
The Apple II line of computers had an amazing run, from 1977 to 1993. In that time, hundreds of thousands of pieces of software were written for it, including many tens of thousands of games. Like any platform, however, the number of truly great games within that range is much smaller. If you ask any former (or…
Raytracing is a relatively simple way to render images of 3D objects. The core is an elegant idea, that one can simulate the real-world behavior of photons of light bouncing off of surfaces and colors accumulating from their paths. It’s not inherently fast, but the simplicity of the core lets it model interesting…
Tim and Neal’s thoughts on the definition of the “Metaverse,” its technological and economic growth, Neal’s reaction on the day Facebook changed its name to Meta, the future of Fortnite , their thoughts on Apple’s Vision Pro, blockchains, and the ethics of Generative AI, plus “Snow Crash 2," a
OpenAI Five is the first AI to beat the world champions in an esports game, having won two back-to-back games versus the world champion Dota 2 team, OG, at Finals this weekend. Both OpenAI Five and DeepMind’s AlphaStar had previously beaten good pros privately but lost their live pro matches, making this also the…
Last year, we discussed the first results of a long term effort to study the patterns found in the chords of popular songs. The reception that we got was incredibly positive, and we received a ton of great feedback. The two most common questions we’ve gotten from people have been: Our answer: Hooktheory Trends How...
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Author's Note After Release I'm really blown away by the reception of this article. It has spread far wider than I could have ever imagined. The many comments and discussions it has prompted that essentially confirm what I believe is truth by not just fellow engineers but many
I have built the most inconvenient way of playing music! It is lo-fi awfulness and cyberpunk grungy. Thanks! I hate it! Ingredients Raspberry Pi USB floppy drive Audio Cable / Headphones USB Battery WHY?!?! As I discussed yesterday, it's possible to fit half an hour of speech on a single floppy disk. The best band in…
This is a long-due update on porting Godot to the iPad. Shortly after my last blog post covering the development work on May 29th, Apple held its WWDC 2024 conference. I went into the conference with gusto, expecting to fully embrace all the iOS 18 APIs. I already knew
This is big news, in the realm of game design studies. During the production of GET LAMP, I spent a lot of time digitizing or photographing all sorts of artifacts and documents related to Interacti…
Joris Rijsdijk, Christoph Peters, Michael Weinmann, Ricardo Marroquim. 2026–07 in ACM Transactions on Graphics (Proc. SIGGRAPH) 45, 4. Official version
I am making a brain for my model plane so that it can fly by itself. I could have bought an off-the-shelf kit but I wanted to build it myself to understand how everything works from the ground up.
If you don't care about the explanation and want a direct link to the simulation, here you go .
Fluid works quite well now. Constant volume, pressure, multithreaded, 2 mil units. #gamedev pic.twitter.com/mYUoF9L9wj
Write-up of the polygon renderer used for the Mega Drive demo “Overdrive 2”.
Game development serves as a vibrant canvas for one's creativity. Especially when focusing on small games, which are simple to create and instantly enjoyable, one can quickly immerse oneself in their allure. Through this article, I aim to delve into the joy of crafting small games.