Hacker News with Generative AI: Game Development

The Longest Journey – A Retrospective (2007) (rockpapershotgun.com)
A game that almost vanished.
Ludum Dare 2025 is cancelled (ludumdare.com)
Hey folks, Mike here with some sad news.
Rust's borrow checker: Not just a nuisance (mental-reverb.com)
Over the past couple of months, I've been developing a video game in Rust. A lot of interesting and mostly positive things could be said about this programming journey. In this post, I want to briefly highlight one particular series of events.
Exploring ways to mipmap alpha-tested textures (lisyarus.github.io)
In my village building game I'm using alpha-tested transparency for foliage — trees, bushes, grass, etc. This works simply by discarding (i.e. not drawing) any pixels having an alpha value of less than 0.5, and keeping the others. This is much cheaper than proper transparency, which requires sorting objects or pixels by distance to camera.
What I Learned Failing to Finish a Game in 2024 (georgeallen.dev)
2024 didn’t go as planned. Despite the title suggesting I “failed,” I actually learned a tremendous amount about game development last year.
Snake Game in 56 Bytes (github.com/donno2048)
This is an x86 snake game made for DOS, but there is also a version that requires no BIOS, bootloader or OS.
Show HN: Tower defense clicker game built with Svelte 5, without canvas (github.com/baterson)
A TowerDefence clicker game made with Svelte 5, without canvas. Playable on different screens, Mobile or Desktop. Created during SvelteHack 2024
Kenney.nl: Free Game Assets (kenney.nl)
Thousands of completely free game assets for you to use.
Pathfinding to a moving target in evolving terrain (holm.dog)
In this post, I'm going to describe how I used direction fields to introduce fast and dynamic pathfinding to a browser game.
Portals and Quake (30fps.net)
Ever wanted to know how exactly did Quake’s precomputed visibility work? I did, so I wrote vis.py, a reimplementation of their algorithm in Python. This guide has all the information you need to understand vis, the tool used by Quake, Half-Life and Source Engine games.
Cannonball: An enhanced OutRun engine (github.com/djyt)
CannonBall is an souped up game engine for the OutRun arcade game. The original 68000 and Z80 assembler code has been rewritten in C++. This makes it possible to make improvements suitable for modern platforms, including a higher frame-rate and widescreen support. It requires the original ROMs, as these contain elements including the graphics and audio data.
Portals and Quake (30fps.net)
Ever wanted to know how exactly did Quake’s precomputed visibility work? I did, so I wrote vis.py, a reimplementation of their algorithm in Python. This guide has all the information you need to understand vis, the tool used by Quake, Half-Life and Source Engine games.
Show HN: Factorio Blueprint Visualizer (github.com/piebro)
I love the game Factorio and I really like the look of factories after growing for many hours or blueprints after tweaking them for perfection. That's way I created a website to artfully visualize Factorio blueprints.
Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines (racenis.github.io)
Tramway SDK (heavy metal spelling – T̈ra̦m̊ẅa̦ÿ SD̈K) is a graphics package/framework/game engine that I have been working on for the past 3 years.
2DGD_F0TH A compendium of the community knowledge on game design and development (github.com/2DGD-F0TH)
This project aims to be a Creative Commons Licensed body of knowledge about game design and development.
Parsing the C64 Bubble Bobble Wind Currents (geon.github.io)
A while ago, I managed to rip the level data and graphics from the c64 version of Bubble Bobble.
Ask HN: Have you ever seen a pathfinding algorithm of this type? (breathingworld.com)
Recently, after adding wolves, I set the wolves' field of view to be wider than that of rabbits and conducted tests, during which I confirmed that the A* algorithm was not performing well.
Ask HN: Why do/don't you use C? (ycombinator.com)
I've been having a blast writing projects in C lately (emulator, raycaster) and using it extensively for a game engine I'm making.
A Pixel Parable (olano.dev)
“How would you like to work on video games?”
Game dev in Rust: a year later (rust-lang.org)
How to draw an outline in a video game (ameye.dev)
Rendering outlines is a technique that is often used in games either for aesthetic reasons or for supporting gameplay by using it for highlights and selections around an object.
Godot C# packages move to .NET 8 (godotengine.org)
Godot C# packages move to .NET 8
Cesium for Unreal – Bring the Real World to Unreal Engine (cesium.com)
Built on open standards and APIs, Cesium for Unreal combines the 3D geospatial capability of Cesium with the high-fidelity rendering power of Unreal Engine, unlocking the 3D geospatial ecosystem for game engines.
Building Game Prototypes with LÖVE (healeycodes.com)
One of my goals for 2025 is to build a complete game. Complete as in, you can buy it on Steam or the App Store for $2.99 or so. I've made little games before but completing and shipping a game would probably be my largest side project yet (aside from this blog).
I wrote a Game Boy Advance game in Zig (jonot.me)
The Game Boy Advance is an interesting game console. It has a modern-style CPU (32-bit ARM, lots of registers), but uses an old-fashioned tile based renderer like how the NES did it in the 80s.
What is DOTS? (group47.com)
No Budget, No Plan, 15M Sales: How We Made Palworld (note.com)
3日後に命運が決まる、パルワールドという偶然の物語
Experimenting with architectures for video games inspired by tabletop games (blogspot.com)
I have been tinkering the last several months with a videogame prototype inspired by some of the tabletop roleplaying games that my boys and I have been playing.
Learning Solver Design: Automating Factorio Balancers (gianlucaventurini.com)
I find declarative programming fascinating: we just model the problem, describe the result we want, and an “oracle” (a.k.a. solver) conjures a solution for us.
Build a working game of Tetris in Conway's Game of Life (2014) (stackexchange.com)
Here is a theoretical question - one that doesn't afford an easy answer in any case, not even the trivial one.