Basic skeletal animation with geometric algebra
Klein - Realtime Projective Geometric Algebra
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The most popular blog posts about games & graphics on Hacker News. 2,924 posts.
Klein - Realtime Projective Geometric Algebra
Targets web, native android, ios, and desktop!
So that we may educate as well as horrify: the internals of our new Sprites execution platform.
How Godot's GDExtension system and the godot-cpp bindings work, and how to use Conan to bring C and C++ libraries into a Godot game, with a flecs example that simulates 100,000 particles.
The latest news and stories about how technology is helping people around the world solve problems, innovate and do more each day.
Hello! This is Joan speaking. I'm happy to announce that, starting today, I will be working as a full-time Godot developer, and my main focus will be anything rendering related.
Call-by-push-block
Abdelhadi' blog
I've previously discussed how the PlayStation 2 doesn't have any good entry-point software exploits for launching homebrew. You need to either purchase a memory card with an exploit pre-installed (or a memory card to USB adapter), a HDD expansion bay (not available to slim consoles), open up the console to block the…
Back in late 2019, the FPGA -based hardware emulation company Analogue , known for their near-flawless clones of various retro video game consoles announced an exciting new product. This time around, instead of plugging into your TV and playing the games of one system (per device), the product called the Analogue…
Other than he is my total hero, and he was born and he was raised in my hometown , I wanted to interview John Romero to try and solve the modern indie game development paradox.
Learn more about the CGI technology created using Unity Wētā Tools to produce the water in Avatar: The Way of Water.
GOG is great. I bought a few old games from them: SimCity 2000, Theme Hospital, Syndicate Plus. And by old games, I mean games from my childhood that still
In-depth written review with pictures of Sid Meier's Pirates! on the Amiga.
Inspired by multiple posts on dithering, I set out to create a correct implementation of Atkinson dithering with support for RGB colour palettes. The post also outlines implementing linearising the colour-space and correcting for human perception.
How did a six second drum sample go on to inspire entire sub-genres of music? Let's examine the history of the Amen Break.
WebGPU is a powerful GPU-API for the web, providing support for advanced low-overhead rendering pipelines and GPU compute pipelines. WebGPU’s support for GPU compute shaders and storage buffers are a key distinction from WebGL, which lacks these features, and make it possible to bring powerful GPU-parallel…
TL/DR; Play/Download a copy from itch.io I had always wanted to create games. In fact its one of the reasons I went down the development path. For various reasons I never invested enough time …
An explanation of the Castlevania III password algorithm, including name hashes, payload encoding, decoding, special names, and all valid passwords.
Introduction It’s that time of year again - the Binary Golf Grand Prix is back for a third year running! You can also check out my entries to the first and second times this amazing competition ran. The theme this year was to produce a binary that crashes a given program. Bonus points for hijacking execution…
A high-minded goal like “expand the boundaries of the medium” doesn’t always mean forging ahead in crazy new unknown directions. Sometimes it means examining lost evolutionary lines in game design – picking up ideas that were abandoned long ago and seeing if there’s any new life in them. The game I keep coming back to…
Hello, we hope your week has been pleasant.
Hi Nitromians, It has been a long time since we last posted on the blog so there is a lot to get through so settle in! Today�s big news is that we can finally tell you what we are doing to keep our flash games alive past the end of this year when flash will be removed from popular browsers.
The year of 1993 was a magical one, more so than any other. It was the only time we challenged ourselves as a group to create a game that was as good as anything we could have imagined at the time. We didn’t challenge ourselves like that before DOOM, nor after it. It was the right time to shoot for