Hacker News with Generative AI: Game Development

Dev snapshot: Godot 4.5 dev 3 (godotengine.org)
If the past snapshot was any indication, you might think that development updates aren’t slowing down anytime soon. And… You’d be right! Indeed, progress has been booming, and the amount of new features added even compared to the previous release is staggering; curating this selection was especially difficult. As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible.
Show HN: My from-scratch OS kernel that runs DOOM (github.com/UnmappedStack)
TacOS is a UNIX-like kernel which is able to run DOOM, among various other smaller userspace programs. It has things like a VFS, scheduler, TempFS, devices, context switching, virtual memory management, physical page frame allocation, and a port of Doom. It runs both on real hardware (tested on my laptop) and in the Qemu emulator.
Native visionOS platform support (github.com/godotengine)
Where to Find First Users? (ycombinator.com)
Hi folks, I have built a pixel art game asset generation tool for game developers. However currently struggling to find early users. Can you suggest ways to attract users? Thanks.
Abusing DuckDB-WASM by making SQL draw 3D graphics (Sort Of) (hey.earth)
I had this slightly crazy idea: Could I ditch most of the conventional JavaScript game loop and rendering logic and build a 3D game engine where SQL queries did the heavy lifting?
Prolog Adventure Game (github.com/stefanrodrigues2)
Text Adventure game in SWI Prolog.
Lena: A compact, handmade framework for making tiny games with palette graphics (github.com/lichendust)
Lena is a compact, handmade framework for making tiny games with palette graphics. It's software-rendered, cross-platform and provides artistic constraints that challenge your creativity without limiting your game's size and scope.
Defold: cross-platform game engine (defold.com)
What do I think about Lua after shipping a project with 60k lines of code? (luden.io)
Hi there! This is Oleg from Luden.io. We decided to have a deep and meaningful conversation about Lua programming language with Ivan Trusov, lead programmer of the video game Craftomation 101. It contains ~60,000 lines of Lua code and is made with Defold game engine.
Chroma: Ubisoft's internal tool used to simulate color-blindness (github.com/ubisoft)
Chroma is a one-stop solution for detecting color blindness-related issues in games. It replicates Protanopia, Deuteranopia, and Tritanopia filters over the game screen, helping users flag accessibility concerns in real-time.
Tomb Engine (tombengine.com)
The open-source engine for custom Tomb Raider adventures
Show HN: Teaching a Dinosaur to Jump: Rust, WebAssembly, and Neural Evolution (fulgidus.github.io)
What began as a lightweight and somewhat playful programming experiment quickly transformed into an immersive and multi-faceted technical journey, deeply rooted in the domains of neuroevolution, real-time game physics, and browser-based simulation techniques.
Procedural Generation of Mammals and Locomotion (runevision.com)
For my game The Big Forest I want to have creatures that are both procedurally generated and animated, which, as expected, is quite a research challenge.
Scaffold Level Editor (littlepolygon.com)
On the latest Nightshift Galaxy weekly dev stream I demonstrated the specialized level editting tool I’m building inside the Unreal Level Editor that I’m calling Scaffold.
John Carmack on AI in game programming (twitter.com)
Something went wrong, but don’t fret — let’s give it another shot.
Deleting multiplayer from the Unreal engine can save memory (larstofus.com)
Although the title of this article might suggest otherwise, I don’t dislike Unreal’s multiplayer features.
Show HN: I vibe coded WikiXplorer – GamePad for WikiXplorer in 20 minutes (vercel.app)
Game Engines with Source: Learning from the Best (github.com/redorav)
As a game developer, I'm always intrigued by how other people do things and what solutions have been developed to some problem. As well as the big ones, many smaller engines are being worked on and I find myself downloading repositories, compiling, tinkering and marveling at what's available. This is a non-exhaustive list of game engines whose source code you can freely inspect, compile, run and learn from.
Measuring Acceleration Structures (zeux.io)
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH” or “BLAS”. Unlike geometry representation for rasterization, rendering engines can not customize the data layout; unlike texture formats, the layout is not standardized across vendors.
Simulated Economy Tutorial (jasonfantl.com)
Imagine an open world RPG where your actions affect the price of goods, the markets reacting to anything the player may do (burn down wheat fields, cost of food increases; kill the merchants, prices differentiate between cities; sell the many swords you’ve collected on your adventures, tank the sword market). What would it take to have such an adaptive simulated economy?
An Introduction to Practical 3D Math for Programmers (stunlock.gg)
There are a lot of guides for 3D math that seem to be written by people quite good at math. If instead you're like me and better at programming than math this is the guide I wish I had when I first started learning OpenGL, Direct3D, Shaders, Unity, and Unreal.
Thoughts on ECS (voxagon.se)
I mentioned in my year summary that I have a lot to say about ECS, and got several requests to write more about it, so I’ll do an attempt to write up my thoughts here.
A decompilation and port of Sonic Advance 2-a GameBoy Advance game written in C (github.com/SAT-R)
⚠️ This project is not completed and still under active development
Let's Make a Space Shooter with Nintendo Family Basic – Leaded Solder (leadedsolder.com)
I picked up a complete Nintendo Family BASIC package for my freshly composite-modded Famicom. Let’s see if I can remember enough BASIC to take advantage of this package and build a horizontally-scrolling space shooter game. Oh, and fix the cartridge first, of course.
Building and Publishing Games to Steam Directly from GitHub Actions (nullonerror.org)
I have been using GitHub Actions extensively both at work and in personal projects, as shown in this post What I’ve been automating with GitHub Actions, an automated life.
Technicalities of Homeworld 2 Backgrounds (simonschreibt.de)
VibeSail: A case study in vibe coding a game (vibecoding.games)
There are a lot of people sharing the amazing games they're building on X, so it's hard to pick just one to hone in on, but I'm doing just that today with Vibe Sail.
Introduction to Retrogame Programming with Pyxel (garambrogne.net)
EmptyEpsilon open source spaceship bridge simulator (daid.github.io)
EmptyEpsilon is a spaceship bridge simulator game. It's fully open source, so it can be modified in any way people wish.
Particle Based Physics Engine in Golang (github.com/rudransh61)
Physix.go is a simple, easy-to-use, and fast physics engine written in GoLang. It provides functions to perform physics calculations efficiently, including particle-based physics simulations.