Shaders: How to draw high fidelity graphics with just x and y coordinates
How to draw high fidelity graphics when all you have is an x and y coordinate.
How to draw high fidelity graphics when all you have is an x and y coordinate.
Tutorials and articles of Inigo Quilez on computer graphics, fractals, math, art, demoscene, shaders and more.
A blameful postmortem of how my viral HackerNews project got compromised by legacy passwords, missing auth, and the perils of vibe coding.
If you don't want a long an boring introduction, skip directly to the virtual pipes method description . I will get a little bit sad if you do this, though x)
Wherein we figure out how to land on the stupid aircraft carrier in Top Gun
I hope you'll enjoy the video as much as I enjoyed making it! There are many little details that I'll let you discover on your own.
Also: World League Basketball
For the past two weeks or so, I've been working on constructing the Taylorator. The Taylorator is a piece of software which allows me to flood the FM broadcast band with Taylor Swift's music. No matter where you tune your radio, you will only be able to listen to her!
This article looks at how different types of shoes can affect game development and examines how games deal with this in practice.
Visual Effects Supervisor - Scott Squires Visual Effects Director of Photography - Patrick Sweeney The effects for this movie were orig...
This post is intended for educational purposes only. Denuvo is arguably the most successful digital rights management solution to have ever existed, and is therefore an interest to many. This blog contains a large amount of my personal notes and correspondence with other reverse engineers (see kudos ) which contains…
This is an experiment examining how to create a 3D line drawing of a scene. In this post, I will describe how this can be done by augmenting the process of generating 3D Gaussian Splats 3D Gaussian Splatting for Real-Time Radiance Field Rendering , by Kerbl et al. and leveraging a process to transform photographs into…
The fundamental principles needed to get a functional vehicle in your game.
I recently discovered that you could make PS2 games in JavaScript.
From 2.5 Pro's lighthouse loop to 3 Pro's "Zombie Phoenix" strategy against Red: a full breakdown of why Gemini 3 Pro is a superior long-horizon agent.
As work slowed down during the last couple of weeks of 2024, I decided to redirect some of my energy to hobbies instead of work. One such hobby is StarCraft: Brood War (or BW for short), a classic, highly competitive RTS from '98 that still has an active community today.
Articles, projects, podcast by Ulysse Pence
in an era where tech giants increasingly control our digital experiences, the Steam Deck stands as a beacon of user freedom
As I’m getting older I look back on all the things I’ve done as a creative developer, and I see so many cool projects! But I never wrote down any development
It’s well known that video games today are disposable pieces of slop. Modern multiplayer games tend to fall into one of two categories: they’re abandoned after a while and the servers a…
An in-depth, personal journey recreating Daft Punk’s “Something About Us” in Ableton Live 12 — track by track. From synths to talkbox guitars, a nostalgic dive into French Touch culture, sound design, and the joys of music production.
I was working on a bug in Chocolate Quake netcode. The issue was an edge case where starting two clients on the same machine resulted in the second one zombifying the first one. When the bug occurred there was no disconnection but the client could no longer move. Instead the screen would show an "indicator" looking…
Like a lot of boys, I grew up loving trains. And like a lot of men, I retain my fascination for them today.
At the beginning of 1996, Sierra On-Line was still basking in the success of the previous summer’s Phantasmagoria , the best-selling game it had ever published. With revenues of $158.1 million and profits of $16 million in 1995, the company was bigger and richer than it had ever been. In light of all this, absolutely…
It isn’t always or even usually the pioneers who reap the rewards of the trails they blaze. As often as not, some pragmatic Johnny-come-lately pops in to make off with the booty.
As the PS2 turns 20 in Japan, a look back on its PS1 backwards compatibility from the eyes of the former Sony engineer responsible for it.
Execution of C# code in Unity's Mono runtime is slow by today's standards, much slower than you might expect! Our game runs 2-3x faster on modern .NET compared to Unity's Mono, and in a few small benchmarks I measured speedups of up to 15x. I've spent some time investigating what's going on and in this article I will…
How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"