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blog.eamonnmr.com | ||
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macoy.me
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| | | | | [AI summary] The article discusses the value of learning game development without using a game engine, highlighting how understanding low-level mechanics provides deeper insights into computational capabilities and helps avoid the limitations imposed by engines. | |
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phoboslab.org
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| | | | | [AI summary] The blog post discusses the development of Underrun, a JavaScript-based WebGL twin stick shooter game created for the js13kGames competition with a strict 13kb file size limit, focusing on techniques for optimizing graphics, audio, and code to meet the size constraints. | |
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etodd.io
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| | | | | You've probably heard the whole "don't make engines, make games" shtick. As I progress I am learning another important lesson: tools are the most important aspect of any project, gameorengine. Whether you're rolling a custom engine or shopping around for middleware, tools should be absolutely top priority. Seriously. The question should not be "how many shiny graphics techniques can I incorporate?". It should be "how easy is it to create content for this game?". Content is the center of every game, whether that content is an AI algorithm, a map layout, or an art asset. If the content pipeline is even a little inefficient, it will prevent you from making the game you want to, whether you realize it or not. If you have to jump through hoops to create a new lev... | |
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smist08.wordpress.com
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| | | Introduction In the late mid-90s, the Nintendo 64 and Sony Playstation introduced a new generation of game consoles. Both utilized MIPS CPUs and licensed advanced 3D graphics capabilities from SGI. In fact SGI was the main developer for the N64 hardware as SGI was looking to expand into consumer markets from their lofty usual expensive... | ||