Topics /

Games & Graphics

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

Any year
1683

Win your fantasy league using operations research

I’ve never been good at playing football 1 . I started playing again last year and I have scored more own goals than goals for my team. Also, I support the RCD Espanyol 2 , which has spent last season in the second division and has miraculously ascended to the first division last week. And to be honest, I only watch…

1689

The Low-Tech AI of Elden Ring

FROMSOFT has a reputation for diverse and punishing npc encounters across the entire Soulsborne extended series, but the implementation of the AI decision making itself is perhaps unexpectedly low-tech. Since the majority of the code is implemented in Havok Script (A games-oriented Lua implementation from Havok) it’s…

1690

Magic Leap Review Part I

I have been studying the Magic Leap One (ML1) for a few weeks, taking over 1,000 photos and making many measurements. I’m bursting with things I want to talk about, so I am planning to releas…

1692

OpenXcom 1.0

More platforms coming soon. For those making the ports, don’t forget to include the extra translations with your release. There’s also a Source Tarball available with it all included .

1696

Metal Slug 2 – reducing the slowdown (2015)

UPDATE 15/05 - DO NOT BUY FROM PEOPLE PRODUCING MODIFIED CARTS, the readme file specifically bans making money from this patch. Since this work is given away entirely for free, a modified cart is worth the same as an unmodified one. If you buy from someone making carts to sell, then you're support

1703

Lánczos Interpolation Explained (2022)

When you resize, rotate, or in any way transform an image; or more generally when you resample some discrete signal, the software you are using must _interpolate_ between the discrete points to produce a result. Linear and cubic interpolation are easy to explain, but Lánczos interpolation, one of the most popular…

1710

HybridNeRF: Efficient Neural Rendering

Neural radiance fields provide state-of-the-art view synthesis quality but tend to be slow to render. One reason is that they make use of volume rendering, thus requiring many samples (and model queries) per ray at render time. Although this representation is flexible and easy to optimize, most real-world objects can…