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The most popular blog posts about games & graphics on Hacker News. 2,924 posts.
Being a kid making games in the early 2000s
An autobiographical essay by Jay Tholen about being a youngster making games and posting them online!
AR with SceneKit and Metal
Recently I found myself needing to process and visualize both point clouds and meshes in an iOS application utilizing ARKit, with the point cloud being gathered using the 2020 iPad “LiDAR” sensor. To enable maximum performance and content creation convenience I thought it would be nice to have both custom shaders and…
VR robots are building railways in Japan
Could VR-powered humanoid robots be the future of heavy construction? Over the years we’ve seen a number of major corporations try their hands at marrying VR technology and robotics, from VR convenience store employees and a remote-controlled bomb squad bot to a rather unsettling headset that uses a robotic arm to…
You can use lightguns on LCDs sometimes
Old-school cathode ray tube TVs have become de rigeur in the retro scene as the true way to experience retro games “the way they were designed”. But there’s ...
How to (and how not to) fix color banding
Discovering color banding solutions & Smooth gradients with a clever Noise one-liner by SLEDGEHAMMER Games
Gentle Introduction to Realtime Fluid Simulation for Programmers and Artists
A simple intuitive breakdown of fluid simulation for programmers and technical artists. Instead of complicated mathematical expressions, I…
How to program independent games (Johnathan Blow of Braid fame)
How to program independent games
Procedural Dungeon Generation: Cellular Automata
Last time we looked at generating random dungeons for video games using the Drunkard’s Walk algorithm. The Drunkard’s Walk is fun to play with, and often generates cool levels, but it’s also pretty unreliable. That’s not good enough for my purposes: I want to reliably generate big, open, cave-like maps, with lots of…
Exploiting the Wii U's USB Descriptor parsing
In this write-up we're going to take a look at exploiting the Wii U's USB Host Stack. Over the past few months I spent a lot of time reverse...
Mixed Reality with Passthrough
Today we’re excited to introduce Passthrough API Experimental—a way to build and test apps that seamlessly blend the real and virtual worlds and open up new possibilities for mixed reality experiences.
Descent: A classic 3-D first-person shooter (2012)
DESCENT is a classic 3-D first-person shooter for DOS that was released in 1995, developed by Parallax Software and published by Interplay Productions. DESCENT is a contemporary of the other very popular FPS of the time, DOOM by id Software, released just over a year before. However, it is not based on DOOM; the…
Ray Tracing in Nim
I am convinced that if you want to start a rendering project from scratch, Nim is the best language to use.
How Microsoft attempted to make the Xbox 360 dashboard load faster
The October 2012 Xbox 360 dashboard update moved the dashboard from the nand flash to the hard-drive. Does it make a difference?
Making a Neural Synthesizer Instrument
In a previous post, we described the details of NSynth (Neural Audio Synthesis), a new approach to audio synthesis using neural networks. We hinted at furthe...
Build WebGPU apps with PlayCanvas
It's here! 🥳 Today, we're excited to announce that WebGPU support has officially arrived in the PlayCanvas Editor.
Optimizing our way through Metroid
How should a fuzzer balance exploration and minimization? Samus has the answer.
15 Years of Shader Minification
How do demosceners create complex computer animations in just a few kilobytes? One of our secret weapons is Shader Minifier, a tool that minifies GLSL code. Over the years, it has evolved to pack more data into tiny executables, pushing the boundaries of what's possible. In this blog post, we'll go through its…
An Introduction to Real-Time Subsurface Scattering
A little while ago I was doing some research into the state-of-the-art for approximating subsurface scattering effects in real-time (mainly for skin rendering), and I had taken a bunch of loose notes to help me keep all of the details straight. I thought it might be useful to turn those notes into a full blog post, in…
Spreadsheet "breaks" Apple Vision Pro eye-tracking
I am trying to capture “through the optics” pictures of the AVP, and it is unveiling both interesting information on how the AVP works and the second test pattern I tried “broke&#…
Benjie's Humanoid Olympic Games
A gauntlet thrown
Bevy 0.10: data oriented game engine built in Rust
Thanks to 173 contributors, 689 pull requests, community reviewers, and our generous sponsors, we're happy to announce the Bevy 0.10 release on crates…
What Programming a Game in 48 Hours Taught Me About Programming Games
I participated in Ludum Dare 27 this weekend, programming a complete game, Spacetime Adventure, in 48 hours. I make games for a living but I’d never done that before. It was fun.
Revisiting the algorithm that changed horse race betting (2023)
Explore Bill Benter’s iconic horse betting strategy, enhanced with modern code and contrasted against three decades of evolving data.
Shadama: A particle simulation programming environment for everyone
We present a prototype of a programming system called Shadama. Shadama is designed for writing programs that create, control and visualize large numbers of objects. The basic execution model follows the tradition of StarLogo and its "turtles and patches" abstraction. Turtles, Termites, and Traffic Jams: Explorations…