Hexagonal Grids
Hexagonal grids are used in some games but aren’t quite as straightforward or common as square grids. I’ve been collecting hex grid resources for nearly 20 years, and wrote this guide to the most elegant approaches that lead to the simplest code, largely based on the guides by Charles Fu and Clark Verbrugge.
gamedev 
8 weeks ago
Xiph.Org Video Presentations: Digital Show & Tell
Continuing the "firehose" tradition of maximum information density, Xiph.Org's second video on digital media explores multiple facets of digital audio signals and how they really behave in the real world.

Demonstrations of sampling, quantization, bit-depth, and dither explore digital audio behavior on real audio equipment using both modern digital analysis and vintage analog bench equipment... just in case we can't trust those newfangled digital gizmos. You can also download the source code for each demo and try it all for yourself!
audio 
9 weeks ago
Gamasutra - Game Design Deep Dive: Creating the striking pixel art of Crawl
the resolution low enough, I could give the impression of “knight” “demon” or “spider” very quickly (compared to modeling, texturing and rigging in 3D), I would have access to all the fluidity of 2D animation (which you can’t ever get from a 3D rig), while magically being freed from how slow I usually am at drawing in 2D. I could focus on my strengths - animation and character movement - and avoid all my weaknesses.

I knew my tiny little 5 or 10 pixel high monster sprites wouldn’t be visually striking compared to all the amazing game art out there, but keeping them so low-res (so quick to draw and redraw) would allow me to really go crazy with the animation fidelity,
gamedesign 
june 2017
Gamasutra - Video: Rendering the striking visuals of Capybara's Below
How do you make your game stand out when you're working with low-complexity assets and a dark, moody color palette?

Capybara Games' Colin Weick got into it at GDC 2017, when he hopped onstage to chat about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
gamedev  gamedesign  capybara 
april 2017
Performant Parallaxing  |  Web  |  Google Developers
In this article we’ll discuss a solution that is both performant and, just as importantly, works cross-browser.
webdesign  css 
december 2016
Kingdoms and Castles - Fig: Video Game Crowdfunding
Inspired by the SimCity series, Banished, and Stronghold, Kingdoms and Castles is a game about growing a kingdom from a tiny hamlet to a sprawling city and imposing castle.
game 
december 2016
steamworks4j by code-disaster
The steamworks4j library allows Java applications to access the Steamworks C++ API. It can be easily integrated with other frameworks, such as libGDX, LWJGL or Slick2D.
webdev  java 
august 2016
Block Land - DaveWiki
implementing a minecraft style game in ogre graphics
gamedev 
july 2016
Procedural Content Generation in Games | A textbook and an overview of current research
This book gives an introduction to the field of Procedural Content Generation for Games (PCG): the automatic or computer-assisted generation of game content such as levels, landscapes, items, rules, quests etc.
gamedev 
july 2016
Blob Tileset
Wang Tile Maze Design
Blob Tileset
A Blob tileset is a 47 tile subset of a 2-edge 2-corner Wang tileset.
gamedev 
june 2016
Gamasutra: A Adonaac's Blog - Procedural Dungeon Generation Algorithm
This post explains a technique for generating randomized dungeons that was first described by TinyKeepDev here.
gamedev 
april 2016
Inigo Quilez :: fractals, computer graphics, mathematics, demoscene and more
tutorials, papers and code for computer graphics, fractals and demoscene.
graphics  math 
april 2016
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