Sims, BattleBots, Cellular Automata God and Go (2001)
Source:
www.gamestudies.org
Published at:
May 24, 2025
Categories:Gaming
Game Development
Software
Design
AI
Simulation Development
Data Science
Creativity
Tech
Media
Go
storytelling
+Statistics
interviews
Comments:
On File Formats
Source:
solhsa.com
Published at:
May 21, 2025
Categories:Game Development
Gaming
Software Architecture
Programming
Health
Math
Books
Open Source
C
rss
Programming Languages
Learning
Hardware Development
Computer Science
Software
software design
Sci-fi
Systems Programming
technology
news
Healthcare
Engineering
Free Software
Mastodon
IT
Comments:
1Compression considerations
Making Video Games (Without an Engine) in 2025
Source:
noelberry.ca
Published at:
May 20, 2025
Categories:Comments:
- The author advocates for making games without large, all-encompassing engines like Unity or Unreal, citing concerns about unethical business practices, forced updates, and unnecessary features.
- They use C# with SDL3 for cross-platform compatibility (including consoles), FMOD for audio, and Dear ImGui for UI/editor tools, emphasizing the accessibility and performance benefits of modern C# and the availability of robust open-source libraries.
- The author develops on Linux, highlighting the increasing viability and benefits of open-source development environments for game creation.
Read Full ArticleARB Assembly Shader Programming (2023)
Source:
mid.net.ua
Published at:
May 15, 2025
Categories:Programming
OpenGL
Graphics
Shader programming
ARB assembly
Computer Graphics
Software
Software Development
Programming Languages
Tech
Technology
Computer Science
Game Development
Software Architecture
Open Source
C/C++
Algorithms
Graphics Programming
GLSL
GPU
Hardware
Software Engineering
Engineering
Comments:
- ARB assembly, predating GLSL, offers direct control over vertex and fragment shaders via textual instructions, providing an alternative to fixed-function pipelines.
- ARB assembly uses a unique syntax with 4-component vectors, source modifiers, and write-masks, requiring careful attention to instruction order and variable types.
- Despite being considered outdated, ARB assembly is still relevant due to its use in Nvidia's shader infrastructure and the potential for low-level hardware control, with Nvidia continuing to update the specifications.
Read Full ArticlePathfinding
Source:
juhrjuhr.itch.io
Published at:
May 15, 2025
Categories:Game Development
Algorithms
Gaming
Programming
Comments:
- The author implemented A* pathfinding with space partitioning for a dynamic, destructible environment in their game, "Deep Space Exploitation."
- The pathfinding considers object proximity for more natural-looking paths and handles Asteroids-style world wrapping.
- To maintain performance, pathfinding calculations are split across multiple game ticks, and a caching system with periodic invalidation is used to manage real-time environment changes.
Read Full ArticleShow HN: Easel – Code multiplayer games like singleplayer
Source:
easel.games
Published at:
May 14, 2025
Categories:Gaming
Programming
Programming Languages
Game Development
ShowHN
Comments:
- Easel is a 2D game programming language and engine designed to make multiplayer game development as straightforward as single-player development by handling networking and synchronization automatically.
- It features a hierarchical, behavior-oriented, and reactive programming model intended to simplify complex game logic and make coding more intuitive for both beginners and experienced developers.
- Easel provides a complete ecosystem, including an online editor, hosting services, and built-in subsystems (graphics, audio, physics, UI), allowing users to create and deploy games without extensive setup.
Read Full ArticleVuntra City
Source:
vuntracity.com
Published at:
May 3, 2025
Categories:Gaming
Game Development
VR/AR
Comments:
- Vuntra City is a procedurally generated, immersive city exploration game where every building is enterable.
- The game focuses on exploration, social interaction, and uncovering secrets within the city, with minimal combat and no pressure.
- Available on Steam, with active community on Discord, Patreon, Youtube and X.
Read Full ArticleFree high-performance cross-platform game engine
Source:
defold.com
Published at:
April 18, 2025
Categories:Gaming
Game Development
Open Source
Lua
C++
Comments:
- Defold is a free and open-source game engine designed for high-performance, cross-platform 2D and 3D games.
- It offers a complete, out-of-the-box solution with a visual editor, code editor, and Lua scripting, requiring no initial setup.
- Defold supports publishing to major platforms including PlayStation, Nintendo Switch, Android, iOS, macOS, Linux, Windows, Steam, HTML5, and Facebook.
Read Full ArticleWhat do I think about Lua after shipping a project with 60k lines of code?
Source:
blog.luden.io
Published at:
April 17, 2025
Categories:Lua
Programming Languages
Game Development
Comments:
1Code configuration comparison
- Lua's "everything is a table" approach can be both a blessing and a curse, offering flexibility but requiring careful attention to avoid unintended shared references.
- While Lua feels fast and performance wasn't a major issue, the lack of static typing led to runtime surprises, prompting consideration of TypeScript or Luau for future projects, though Defold's limited support is a concern.
- Defold's fast build times and the potential for C/C++ modules offer advantages, but a more module-based code organization and automated testing are desired for future Lua projects.
Read Full ArticleTomb Engine
Source:
tombengine.com
Published at:
April 14, 2025
Categories:Gaming
Open Source
Game Development
Comments:
1Supportive, Appreciative
- Tomb Engine is an open-source engine for creating custom Tomb Raider games.
- Version 1.8.1 is available for download, along with associated tools and extensive documentation.
- The project is community-driven, non-commercial, and encourages contributions for study and development.
Read Full ArticleScaffold Level Editor
Source:
blog.littlepolygon.com
Published at:
April 7, 2025
Categories:Gaming
Game Development
Software
Tech
Design
Comments:
- The author is developing "Scaffold," a custom level editor within Unreal Engine for their game, Nightshift Galaxy, to improve productivity, create unique gameplay, and optimize performance.
- Scaffold uses a "convex by-construction" approach, inspired by games like Descent, where levels are built from linked convex shapes, enabling precomputed spatial partitioning for efficient collision and navigation.
- Initial tests show Scaffold's raytracing is significantly faster than Unreal's built-in collision, and it automatically generates navigation data, streamlining level design and AI pathfinding.
Read Full ArticleA decompilation and port of Sonic Advance 2-a GameBoy Advance game written in C
Source:
github.com
Published at:
March 28, 2025
Categories:Gaming
C
Open Source
Game Development
Reverse Engineering
Comments:
3Informative, Affirmative
1Enthusiastic, Supportive
- This project is a work-in-progress decompilation and port of Sonic Advance 2, a Game Boy Advance game written in C.
- The decompilation is nearly complete (~80 non-matching functions), and the project can build playable ROMs and ports for various platforms (GBA, Linux/macOS/Windows via SDL).
- The project has extracted and documented game assets like songs, sprite animations, and tilemaps, and is actively seeking community contributions.
Read Full ArticleEmptyEpsilon open source spaceship bridge simulator
Source:
daid.github.io
Published at:
March 20, 2025
Categories:Gaming
Open Source
Game Development
Comments:
- EmptyEpsilon is an open-source spaceship bridge simulator inspired by Artemis, allowing for modification and extension.
- The game simulates bridge officer roles (Captain, Helms, Weapons, etc.) requiring 4-6 players to cooperate, and can be played on multiple devices (laptops, Android) connected via a network.
- It features mission scripting using Lua, enabling custom scenarios, dynamic events, and complex storylines, with resources and tutorials available for creating custom content.
Read Full ArticleSix mistakes I made in my dioramas-and-felt Steam game and one I didn't
Source:
novalis.org
Published at:
March 14, 2025
Categories:Gaming
Game Development
Indiehacker
Comments:
- The author shares lessons learned while developing a diorama-based game, including issues with low-res tapestries, expensive Git hosting (solved by self-hosting), and the limitations of AI for animation tweening.
- Practical challenges arose from shooting dioramas in confined spaces, requiring creative solutions like cutting holes in walls, and crafting physical assets for the Steam page.
- The author emphasizes the importance of early Steam page creation and wishlisting for marketing, and expresses relief at avoiding the mistake of building a custom engine in Rust, opting for Godot instead.
Read Full ArticleSc2kfix – Reverse Engineering, Bugfixing, and Modding SimCity 2000
Source:
sc2kfix.net
Published at:
March 6, 2025
Categories:Open Source
Game Development
Reverse Engineering
C++
Comments:
- The sc2kfix project focuses on reverse engineering SimCity 2000 Special Edition for Windows to develop a bugfix and modding plugin that addresses game bugs and adds new features, with all work being open source.
- Led by @araxestroy, the project involves contributions from the GitHub and Simtropolis communities, targeting the 1996 Special Edition release for Windows 95.
- The project encourages contributions from those with reverse engineering and programming skills, emphasizing legal compliance by not endorsing piracy or uploading copyrighted materials.
Read Full ArticleSimulating Water over Terrain
Source:
lisyarus.github.io
Published at:
February 6, 2025
Categories:Simulation Development
Game Development
Programming
Comments:
1terrain manipulation efficiency
1fluid simulation complexity
1game development admiration
Bouncing Beholder, my winning JS1K entry (2012)
Source:
marijnhaverbeke.nl
Published at:
February 4, 2025
Categories:JavaScript
Programming
Game Development
Fun
Comments:
1nostalgia for old programming
1code optimization techniques
1recommendation for learning
- The article discusses the creation of a JavaScript platform game called "Bouncing Beholder," which fits within 1024 bytes and won the JS1K competition in 2012. The game involves moving and jumping to collect coins while avoiding obstacles.
- The author describes the challenges and techniques used to compress the code, such as using abbreviation algorithms for method names and designing the program in a holistic, un-modular way to fit within the size constraints.
- The article also explains the game's mechanics, including the randomized height-map for the game world, ad-hoc physics for player movement, and collision detection, all achieved with minimal code due to the competition's strict size limitations.
Read Full ArticleGame developers keep reinventing Tetris
Source:
www.polygon.com
Published at:
January 26, 2025
Categories:Gaming
Game Development
Fun
Comments:
- Tetris, a game created in 1985, remains popular across generations and platforms due to its simple yet engaging gameplay, inspiring developers to create new versions and challenges.
- Variations like Tetris 99 introduce competitive elements, while fan-made versions and games like Reaktor offer unique twists, such as altered gravity and new objectives.
- The enduring appeal of Tetris encourages continuous innovation, with developers exploring new angles and complexities to enhance the classic formula.
Read Full ArticleI wrote a commercial game in C in 2025
Source:
www.cowleyforniastudios.com
Published at:
January 20, 2025
Categories:Gaming
C
Programming
Software Development
Game Development
Software Architecture
Comments:
- The author chose to write the game "Iron Roads" in C for its portability, simplicity, and clarity in memory management and performance, despite the challenges compared to using C++ or other modern languages.
- The game is a 2D train simulation focused on optimizing complex networks, requiring efficient and portable code, which led to the use of C and Lua for different parts of the game.
- While C offered benefits like fast compilation and easy optimization, it also posed challenges such as difficult serialization and boilerplate code, leading the author to consider using modern languages that compile to C for future projects.
Read Full ArticleZork: The Great Inner Workings (2020)
Source:
medium.com
Published at:
January 20, 2025
Categories:Gaming
Game Development
Programming
Computer History
Software Architecture
Comments:
1Challenges in game design
1Interest in Infocom tools
1Modern interactive fiction appreciation
Rust's borrow checker: Not just a nuisance
Source:
mental-reverb.com
Published at:
January 15, 2025
Categories:Rust
Programming
Game Development
Software Design
Comments:
1positive Rust experience
- The article discusses the author's experience with Rust's borrow checker while developing a 2D shooter game, highlighting how it initially seemed restrictive but ultimately improved code structure and logic.
- The borrow checker prevented a potential logic bug by enforcing proper object ownership and separation of concerns, leading to a more robust game design where simultaneous player actions were handled correctly.
- The author concludes that Rust's borrow checker is not just a safety mechanism but also promotes sensible design principles, enhancing the overall quality of the code.
Read Full ArticleExploring ways to mipmap alpha-tested textures
Source:
lisyarus.github.io
Published at:
January 13, 2025
Categories:Gaming
Graphics
Game Development
Programming
Comments:
- The article discusses the challenges of mipmapping alpha-tested textures, particularly the issue of disappearing textures due to averaging alpha values during mipmap generation.
- Various methods to address this issue are explored, including alpha remapping techniques and using signed distance fields (SDFs) to preserve texture shape and detail.
- The author concludes that combining premultiplied color averaging with max-downsampled SDFs provides the best results for maintaining texture integrity while preventing aliasing.
Read Full ArticleShow HN: Tramway SDK – The Unholy Union Between Half-Life and Morrowind Engines
Source:
racenis.github.io
Published at:
January 7, 2025
Categories:Startups
Gaming
Open Source
Software Architecture
C++
Game Development
Comments:
- Tramway SDK is a lightweight game engine designed to run on older hardware without the heavy system requirements of mainstream engines, avoiding issues like e-waste and affordability.
- It simplifies game development by eliminating nodes and monolithic editors, allowing developers to subclass entities and use optional editors or hand-edit data files.
- The engine supports open-world RPG development with features like level streaming and a framework similar to RPG Maker, though it is still in early development with unstable APIs.
Read Full ArticleLightstorm: Minimalistic Ruby Compiler
Source:
blog.llvm.org
Published at:
December 30, 2024
Categories:Open Source
Programming
Ruby
LLVM
Compiler
Software Development
Game Development
C
Comments:
- The Lightstorm project is a minimalistic Ruby compiler designed to validate hypotheses about improving Ruby's performance by precompiling its bytecode into C, simplifying OS/CPU support and potentially enhancing execution speed.
- The project aims to support a cross-platform game engine by converting Ruby code into machine code, reducing load/stores and branches, and achieving significant performance improvements in benchmarks.
- The current implementation shows promising results with a ~30% reduction in execution time and a ~55% decrease in branch misses, although further development is needed to support more language features and optimize performance.
Read Full ArticleDebugging memory corruption: who the hell writes "2" into my stack?
Source:
unity.com
Published at:
December 28, 2024
Categories:Debugging
Software Development
Unity
Memory Corruption
Windows
IL2CPP
Kernel Debugging
Game Development
C++
Programming
Comments:
3memory corruption issues
Mapping all 13.8 gigapixels of the Caves of Qud world map
Source:
kernelmethod.org
Published at:
December 10, 2024
Categories:Gaming
Fun
Procedural Generation
Game Development
Comments:
- Caves of Qud is a science-fantasy roguelike game with procedurally generated maps, set to release on December 5th, 2024.
- The game's world map is extensive, measuring 240 zones wide by 75 zones tall, resulting in a 13.8 gigapixel surface map.
- The game features a vast number of underground levels, with a toggle available to view the first level, and scripts are provided for players to generate their own maps.
Read Full ArticleReverse engineering the Sega Channel game image file format
Source:
www.infochunk.com
Published at:
December 8, 2024
Categories:Gaming
Reverse Engineering
Sega
Retro Gaming
Game Development
Video Games
Comments:
1Teletext historical context
- The Sega Channel was a games-on-demand service for Sega Genesis, offering subscribers access to a rotating library of games via a cable connection from 1994 to 1998. The service included exclusive games and demos not available on physical cartridges.
- The process of delivering Sega Channel content involved creating a "game image" file, which was transmitted via satellite to cable subscribers. This file was created using specific software tools and contained games, manuals, and other content.
- A user discovered a Sega Channel game image CD from 1996, leading to a reverse engineering project to decode the file format. This involved understanding the creation process of the game image and using existing tools to extract and decompress the game data, revealing exclusive and prototype games.
Read Full ArticleA Year of WordHopper – Modern DOS Game Development Retrospective
Source:
kokoscript.com
Published at:
December 1, 2024
Categories:Gaming
Open Source
Software Development
DOS
Game Development
Comments:
1positive design feedback
- The article reflects on the development journey of WordHopper, a DOS game inspired by PopCap's Bookworm, highlighting the challenges and milestones from its inception in 2020 to its release in 2023.
- The author discusses the development process, including initial shelving, revisiting the project for a DOS game jam, and overcoming technical challenges like performance issues and a critical bug related to word validation.
- The retrospective concludes with plans for future updates, including a v2.10 release, soundtrack availability, and making the game open source, while also reflecting on the personal impact of the project, such as experiencing crunch time and balancing it with other commitments.
Read Full ArticleWASM-4: Build retro games using WebAssembly for a fantasy console
Source:
wasm4.org
Published at:
November 30, 2024
Categories:WASM
Game Development
Webassembly
Programming
Gaming
Comments:
- WASM-4 is a fantasy console that allows users to build retro games using WebAssembly, supporting a minimalist design with a 160x160 pixel display and 4 colors.
- It is language agnostic, enabling game development in any language that compiles to WebAssembly, such as AssemblyScript, C/C++, Rust, and Go, and can run on various platforms, including low-powered microcontrollers.
- The platform supports fast online multiplayer with rollback netcode and is backed by a diverse community of creators.
Read Full ArticleBevy 0.15 released
Source:
bevyengine.org
Published at:
November 29, 2024
Categories:Rust
Open Source
Game Development
Software Architecture
Programming
Comments: