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Games & Graphics

The most popular blog posts about games & graphics on Hacker News. 160 posts.

2017
122

Mediagenic (or, the Patent from Hell)

On August 31, 1966, a 44-year-old electrical engineer named Ralph Baer had an epiphany whilst waiting for a colleague outside a New York City bus terminal. For reasons he would never be able to explain, his thoughts turned to the potential of an interactive version of television. The next day, he sat down in his…

125

Dolphin Progress Report: December 2016

We have celebrated the 15th anniversary of the GameCube and the 10th anniversary of the Wii in the last few months. As the Wii's successor, and the brand lineage, has been discontinued in the run-up to the release of the Switch, it is a time for reflection. But, this doesn't mean an end for the GameCube and Wii; if…

126

Minesweeper: Advanced Tactics (2005)

In this position, I know about a bunch of mines on all the remaining fronts, but I can't quite determine where they are. There are a few mines that might be in one of two positions (red or blue), a cluster of mines that might be in one of two arrangements (green), and a more complex situation in the top left which I…

129

No Man’s Sky One Year Later

It’s been a year since I last played the captivating , frustrating , and ultimately disappointing No Man’s Sky. There have been some large updates since then, and so I thought now would be a good time to come back and see how the game has evolved. These columns are going to run through September, so you’re basically…

130

“Holy Grail” Bugs in Emulation, Part 2

It’s been two months since first writing on Holy Grail bugs in emulation and while it did pique the interest of many emulator developers there has been little movement on solving the bugs. Lior did much more research on solving Pinball Fantasies and byuu dug up a forum post implying that there is in fact a three…

133

Lightmap Compression in the Witness

In my initial implementation of our lightmapping technology I simply stored lightmap textures in RGBA16F format. This produced excellent results, but at a very high memory cost. I later switched to the R10G10B10A2 fixed point format to reduce the memory footprint of our lightmaps, but that introduce

137

Recompiling the Lost Vikings

In my previous blog post I talked about reverse engineering the virtual machine used to implement objects in the Lost Vikings. The Lost Vikings was released in 1993 by Silicon and Synapse, now bett…

141

The IBM PC, Part 1 (2012)

What with the arrival of the category-defining Commodore VIC-20 and the dramatic growth of the British PC market, 1981 has provided us with no shortage of new machines and other technical developments to talk about. Yet I’ve saved the biggest event of all for last: the introduction of the IBM PC, the debut of an…

144

Dolphin Progress Report: January 2017

Sometimes, it's easy to forget how much work there is left to do on a refined emulator. While the rush of getting a new game to boot or discovering a crazy feature hidden within an obscure gem never gets old, those moments do tend to get further and further apart as accuracy increases. As if to defy fate itself…

146

Game Engine Black Book: Wolfenstein 3D

How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked…

150

GPU Performance for Game Artists

Performance is everybody’s responsibility, no matter what your role. When it comes to the GPU, 3D programmers have a lot of control over performance; we can optimize shaders, trade image quality for performance, use smarter rendering techniques… we have plenty of tricks up our sleeves. But there’s one thing we don’t…