Show HN: TinyCity – A tiny city SIM for MicroPython (Thumby micro console)
Article URL: https://github.com/chrisdiana/TinyCity Comments URL: https://news.ycombinator.com/item?id=46632768 Points: 11 Comments: 1...
Article URL: https://github.com/chrisdiana/TinyCity Comments URL: https://news.ycombinator.com/item?id=46632768 Points: 11 Comments: 1...
Article URL: https://nothings.org/gamedev/thief_rendering.html Comments URL: https://news.ycombinator.com/item?id=46630798 Points: 10 Comments: 2...
What Do Game Engines Do? Welcome to the third chapter of this course. There is no better time to start working on your dreams than today, because someone much...
!Kajiruhttps://media2.dev.to/dynamic/image/width=50,height=50,fit=cover,gravity=auto,format=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Fuser%...
Noise Noise is a pattern of values that seem somewhat random but remain smooth and continuous. When generating terrain, we need a way to determine the heights...
Spawn Asteroids In this chapter, we implement logic to spawn asteroids at regular intervals. Here, we’ll build more game‑like systems such as: - Managing multi...
I imported everything correctly… but nothing moved. The character just stood there. That’s when Animation Blueprints started making sense. On Day 16 of my game‑...
Control the Character In this chapter we detect when the Space key is pressed and flip the player’s movement direction left ↔ right. This gives a stronger sens...
If you are a Unity asset developer, this is a must‑read for you If you’ve ever published an asset to the Unity Asset Store, you probably know that the last ste...
Introduction For 11 years I have been experimenting with a multi‑paradigm language designed to describe NPC behavior. The main objective is to create a languag...
Overview Creating PBR Physically Based Rendering textures is a repetitive but unavoidable task in modern 3D, game development, and rendering pipelines. Many de...
Moving Characters Now it’s time to finally move the sprite we created in the previous chapter. In this chapter, we will give sprites a concept of velocity and...