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nesdoug.com
| | blog.presidentbeef.com

[AI summary] A technical guide explaining DragonRuby game engine features including the difference between simple and advanced audio APIs, creating infinite canvas render targets for efficient background rendering, and structuring Ruby code for better organization using classes and separate files.
9.4 parsecs

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| | megacatstudios.com

Hello again, ya'll! It's me. Your ol' pal Brendan back to talk about some GRAPHICS. When I first walked into this subject, I thought it was much simpler than it turned out to be. I was once like you. Stupid. Ignorant. Talentless. But then, I learned how to do SNES graphics and that ALL CHANGED. True story. So where do
3.7 parsecs

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| | sf2platinum.wordpress.com

[This post is a prologue to an upcoming post about parallax scrolling in Street Fighter 2] Most games of the SF2 era were tile-based, meaning the graphics weren't drawn in individual pixels, but with square tiles of pixels. This helped reduce the RAM that would be required to store individual pixels (often in multiple layers)...
2.9 parsecs

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| | www.hamza.se

A walkthrough of implementing a neural network from scratch in Python, exploring what makes these seemingly complex systems actually quite straightforward.
34.0 parsecs

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