The Final Answer For What To Do To Prevent Piracy [of Indie Games]
(For some reason, Blogger deleted this post. I have recreated it. Sorry for any comments that were lost.) This article is my decisive sta...
How games cheat to help players
If we’ve done our jobs right, Wind-up Knight is a fairly simple game. There are only four inputs, and only two are ever needed simultaneously. Sir Sprint, our heroic spring-loaded knight, runs forward automatically, removing the need for a classic directional pad or analog stick. The challenge is derived from careful…
Quake Engine source review
I happily dove into Quake World source code . Here is what I understood, hopefully it will help someone to swim. This article is in four parts : Architecture section Network section Prediction section Rendition section
So you want to be a video game programmer? - The Specs
There are a couple of broad categories of programmers working on video game teams. If programmer is your player class, then the following types are your spec. Programmers are all warlocks and mages…
Team Fortress 2 in WebGL
Took the time to get the source and video demo for the Source Engine demo online tonight. Have a look! GitHub Source And of course d...
Kung Fu Tetris
Lannyland - A Land of Imagination
Faster pathfinding using Jump Point Search
This is the final article in my three-part look at symmetry reduction algorithms for speeding up pathfinding on uniform-cost grid maps. Recapping the story so far: Part one introduces the notion of…
The State of HTML5 Audio
When I started to work on my JavaScript Game Engine back in October 2009, the biggest problems I encountered were with the new HTML5 Audio Element. The Canvas Element already worked nicely in all browsers that supported it at the time, albeit some were a little slow.
Ultima Underworld bugs
As we (Blue Sky Productions, later Looking Glass Technologies / Studios) were developing Ultima Underworld in 1991–1992, largely in a basement room in an office building in Somerville’s Davis Square, we received bug reports both from our own people and the QA team at Origin Systems, who published the game. “Our own…
The failure of Second Life
In July of 2005, when I created my account, Second Life was the cool new thing. Moving between regions was kinda wonky, loading textures and objects was slow, and it was pretty ugly when compared to other games of the time; but it was generally assumed that these were teething issues, which would be quickly sorted out…
Developing Multiplayer HTML5 Games with Node.js
Introducing osmus, a multiplayer HTML5 game written with web sockets, canvas and a game engine that runs shared code on the client and server.
Starcraft Network
I’ll cut right to the chase: my network naming convention is spectacular. I highly suggest emulating it.
Create a Game Character with HTML5 and JavaScript
William Malone: Part 1 in a journey in developing a game character.
Solving Tetris in C
Exactly one of the following statements is true. In Tetris, you can always get at least one line before losing. In Tetris, a sufficiently evil AI can always force you to lose without getting a single line, by providing bad pieces. Which one? Prove it. The setup I crea...
Making of Crash Bandicoot - GOOL
I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. This post is about GOOL, the LISP language used in Crash 1, Crash 2, and Crash …
Craft
Craft is a demo running on its own minimalistic demo platform. The demo platform is based on an ATmega88 microcontroller.
GameBoy Emulation in JavaScript: The CPU
In the first of this series of articles, I'll look at how a CPU can be emulated through JS, and start building an emulation core for the GameBoy console.