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blog.presidentbeef.com
| | blog.eamonnmr.com
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| | [AI summary] The author discusses the development of a 2.5D game, Galactic Night, focusing on technical aspects like perspective rendering, shader implementations, and procedural universe generation.
| | phoboslab.org
9.6 parsecs away

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| | [AI summary] The author details the development process, technical optimizations, and asset strategies for 'Underrun', a twin-stick shooter entry for the js13kGames JavaScript competition.
| | nesdoug.com
9.4 parsecs away

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| | See below for how Offset-Per-Tile modes work Most SNES games use Mode 1 most of the time. It gives you 2 layers of 16 color per tile, and 1 layer of 4 color per tile. All the other blog pages cover Mode 1, and I think we've talked enough about that. Let's take a look...
| | peertube.linuxrocks.online
33.4 parsecs away

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| Learn how to create a gradient mesh using Inkscape, and learn how to import it into Scribus and create a print-ready, CMYK colorspaced art file (we create a real file for a Fedora dye-subliminated ...