Map UI – Ghost in the Shell
Map UI (User Interface) for the film “Ghost in the Shell” Copyright Shirow Masamune / Kodansha • Bandai Visual • Manga Entertainment •
Map UI (User Interface) for the film “Ghost in the Shell” Copyright Shirow Masamune / Kodansha • Bandai Visual • Manga Entertainment •
Hugo Hadfield - Cross stack robotics engineer and computer vision researcher specializing in deep learning, sensor fusion, geometric algebra and applications in self-driving cars and robotic manipulation.
Previously in How to present MS-DOS screenshots , I encouraged readers to take the original pixel aspect ratio into account when showing pictures of old games. There’s also a subtler issue to consider: the blur analog display systems had.
I’ve been tinkering with arduino-like platforms recently (more on the midi synth soon) and got the idea to make a small message board to leave notes to my girlfriend. This is how I ended up with a simulator, an integration with a demoscene tracker, custom tools to make palette cycling effects, having to learn CAD to…
I'm very interested in the history of Dungeons & Dragons , but I'm not a historian – especially when compared to someone like Jon Peterson. ...
Why do I do this to myself? I have no idea. Anyway, let's learn how to eat disk space.
About a year ago I blogged about games that use curl. In that post I listed a bunch of well-known titles I knew use curl and there was a list of 136 additional games giving credit to curl. Kind of amazing that over one hundred games decided to use curl! At the time, lots of … Continue reading Inside 22,734 Steam games…
Detailed description of an algorithm and a comparison between different languages.
Randomness, rules and natural systems. Some non-restrictive definitions and an exploration of the form.
It's been a very busy 2023 for Ruffle, so much so that we didn't find the time to write a new progress report with everything going on! Let's fix that!
An in-depth analysis that explains how this console works internally
After deep consultation with our community, customers, and partners, we’ve made the decision to cancel the Runtime Fee, effective immediately.
We get a closer-to-final look by applying custom palettes to the backgrounds.
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…
It's here! 🥳 Today, we're excited to announce that WebGPU support has officially arrived in the PlayCanvas Editor.
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&#…
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…
Some people make games using the Unreal Engine. That’s nice, but I wanted something a little different. That’s why I’m using the Real Engine.
While looking for ways to activate the developer menus left over in Animal Crossing, including the NES emulator game selection menu, I found an interesting feature that exists in the original game that was always active, but never used by Nintendo. In addition to the NES/Famicom games that can be obtained in-game, it…
To me, a classic JRPG is pure mechanism, a kind of puzzle. Was there some way of getting the fun out of building such a mechanism—of solving that puzzle—, wrapping it with the minimal amount of functionality, the simplest thing that could possibly pass as a video game?
Wonder Dynamics (Autodesk company), launches Wonder Animation, groundbreaking video-to-3D scene technology that accelerates animated film production by turning any video sequence into a 3D-animated scene.
Hello, welcome once again to the world of facts.
Robert O'Callahan. Christian. Kiwi. Software guy. All content human-authored unless otherwise noted.
are they good or bad?
This is an archive of an old whitepaper made by three reverse engineering experts on breaking down SecuROM and its multiple layers of protection. Archive Opening NotesAs mentioned, this is a whitepa
VileR's blog: old school PCs, games, graphics, programming, fonts, demos, and so on.
Here’s what these changes mean for our games and what players can expect from us going forward.
The deficiencies of the Unit Sphere and an exploration of Lie groups.