How do you like our particular brand of dystopia? That's what you get for using proprietary data farming game I guess.
There was an era of hybrid techniques in video games before it mostly went full real-time 3D. It gave interesting results, here is an example.
There is clearly a sweet spot around 60 fps. Beyond this... You quickly end up in cargo cult territory.
Pausing a game is not as simple as it sounds. There are many approaches to it.
Lots of interesting tricks in this code base. Gives also a good idea of the shape and tradeoffs of such ports.
Looks like a neat little lua based game engine for simple 2D.
Interesting insights from optimisations done on the Quake engine almost thirty years ago.
Automated DMCA take downs have been a problem for decades now... They still bring real damage, here is an example.
Nice to see another game engine go the Free Software route. This one is particularly feature packed.
Deceptive title! It's far from simple and the article confirms it. It's fascinating to see all the dimensions you have to deal with to design a game though.
Very interesting exploration of the various types of blurs used in games and GUIs. Starting simple then building up all the way to the Dual Kawase Blur... and a bit beyond.
A little article about a different type of grids for strategy games. Some of the consequences are very interesting.
OK, the concept if really mind bending. The tech behind it is really interesting.
Yep, there's no logic engine buried deep in those chatbots. Thinking otherwise is placing faith in some twisted view about emergence...
Nice explanation of everything you need to simulate to make a realistic car simulation in a game.
This is indeed an excellent way to understand all the roles and the work behind creating a game.
There are options indeed. Some of them can be maybe surprising. It of course depends the type of game you're making.
Looks like an interesting game engine. Didn't know about its existence.
Nice post about pros and cons of ECS architectures.
Interesting dive into the experience of writing a small Vulkan engine (almost) from scratch.