What do you do with your old Game Boy? Some of us try and boot it up for the first time in decades, while others look at this brick that we played with in our childhood and make something of it.
What we’ve got here is a “Minecraft-Like Infinite Voxel World” built in Unreal Engine 4. In layman’s terms, it’s a very pretty but limited Minecraft demo running in a triple-A game engine.
They may be quick and dirty, but that's why Flappy Bird clones are such an inviting outlet for programmers looking to hone their craft. One such person has managed to resurrect the lost (but never forgotten) mobile gaming wonder with a fierce economy of technical language.
Kazuya Sakakihara spent ten years working at Sony as a senior software engineer, helping bring both the PS3 and PS4 to the world. He's no longer at the company (parting ways in early 2013), but before he left he made sure his name quite literally lives on inside the code of pretty much every PlayStation 4.
Thanks to an intrepid programmer named Lauri Hartikka, we now have ArnoldC, a programming language where basic keywords are replaced with things Arnold has said in his many fine films.
This is Codemancer, AKA Programming 101: The Game. Basically, it's a turn-based fantasy game designed to teach how programming works to kids or, well, pretty much anyone, with a combat system based on writing simple programs. It's on Kickstarter, but it's already funded, so expect to see it on PC in July next year.
This is amazing. Tom Murphy created a computer program that actually learns how to play classic NES games on its own, with a little instruction from Tom.
Don't get commenter KillerIri5h wrong; he loves Mass Effect 3. He just wishes the game would love him back just as accurately. What does that mean? Find out in today's Speak Up on Kotaku.
Fast Approximate Anti-Aliasing may not be known by its name to many gamers, but they certainly do recognize its good looks, being used in such visually luxurious games as The Elder Scrolls V: Skyrim, Batman: Arkham City and Battlefield 3
There a well known, long-established patterns for beating Pac-Man's mazes, up until the ninth Key, as Buckner & Garcia sang. Still, Pac's adversaries exhibit behavior that, if not exactly tactical, is still complex.
Have you ever wondered what a computer game looks like, from start to finish, as it's being programmed? If so, then this time-lapse video of one man's creation of Metagun (for Ludum Dare 18) will truly amaze you. Video inside.
Earlier this year, five students from the University of Central Florida had to design a networked, text-based multiplayer game for their programming class. This, amazingly, is what they came up with.
There is no way in hell I could ever "play" it - my programming days ended with BASIC. But Corewar always intrigued me, because it was the closest thing to real-life Tron I could imagine.