Learn how it's done, and code your own.
davewiner's subscription list, hackerNewsStars category. List created by feedlandDatabase v0.9.3.
Android Shmup
Six months ago I released the source code of "SHMUP": a modest indie 3D shoot'em up designed for iOS. Since it did honorably on the Apple Appstore I offered anyone to port it to Android Appmarket for a 50/50 revenues split. Two developers consecutively took on the challenge only to give up a few weeks later.
So I downloaded the Native Development Kit from Google and I did it myself. I completed the port this weekend and even released a free version.
The codebase runs on Windows, iOS, MacOS X and Android in one click. Here it is.
. More...
Minimax
Lookahead AI, just like what powers the WOPR
Final post on the inPulse blog
Show HN: Version 1.1 of our $99 hackable Bluetooth smartwatch
Comment (65 already) on Hacker News
Another World Code Review
I spent two weeks reading and reverse engineering further the source code of Another World (Out Of This World in North America). I ...
Progressive playback: An atom story
I have been doing a lot of work with video containers recently, especially figuring out interoperability between iOS/Android and optimizing progressive playback. In particular it seems Android devices fail to perform progressive playback on certain files while iOS and VLC succeed:
Why ?
As usual understanding things to the deep down proved extremely worthy.
. More...
How to build Doom3 on Mac OS X with XCode
The source code of Doom3 has been released three days ago :) ! I have started to read it and I will probably write a code review if enough people are interested.
According to the README.txt the source code is building well with Visual Studio 2010 but it is not building at all on Mac OS X with XCode 4.0 ( it is actually very broken :( !).
Here are the instructions to get it to run...but if you just want to download Doom3 source code for Xcode 4:
I uploaded it on github.
. More...
Candid experiences starting a hardware startup
2025 Note - I gave this talk at the Hacker Dojo in Mountain View about 6 months before we launched Pebble on Kickstarter. I was 4 years into…
Quake 2 Source Code Review
I spent about a month in my spare time reading the source code of Quake II. It was a wonderful learning experience since one major improvement in idTech3 engine was to unify Quake 1, Quake World and QuakeGL into one beautiful code architecture. The way modularity was achieved even though the C programming language doesn't feature polymorphism was especially interesting.
. More...
Solving Ghost in The Wire codes
100% completed: All codes from kevin mitnick book ("Ghost in The Wires") have been broken.
. More...
Solving Ghost in The Wire codes
I received today my copy of Kevin Mitnick's book: Ghost in The Wires. It is a great read so far. But even more interesting are the cyphered sentences at the beginning of each chapters. I am trying to solve all of them but if you can contribute, comment or send me an email !
. More...
Hacker Monthly publication
Hacker Monthly July edition has published my article in which I described the internals of Doom engine..
. More...
SHMUP Source Code
I have decided to release the full source code of "Shmup" a shoot'em up 3D engine specially designed for mobile platform and released on iOS in 2010. The game and engine are fairly inspired of Ikaruga, the legendary shmup from the 1999 DreamCast. Anything you saw in Ikaruga, this engine can do it too.
The license is GPL which mean you have to release the source code of what you produce with it. Note that the
data folder is provided so you can play with it but you are not free to redistribute it and I remain the owner of the content (except for the song from Future Crew that was licensed). . More...
Polygon Codec
Back in the summer of 2009 I was working on a 3D engine that would power my next game: A 3D shoot'em up a la Ikaruga. The target was the very first iPhone (now called iPhone 2G). Despite being impressive on paper (600Mhz with dedicated GPU), the hardware had several issues and the lack of dedicated VRAM was a huge bottleneck.
Unwilling to settle for anything less than 60 frames per second I became obsessed with saving bandwidth and I tried different approach until an idea proved to be not so bad...but I had to dive in the four dimensionnal world of homogeneous coordinates to make it work.
. More...
dEngine Source Code Released
I've decided to release the source code of the OpenGS ES 1.0/2.0 renderers I wrote in the summer of 2009 nicknamed "dEngine". It was the first renderer to feature Shadow Mapping and Bump Mapping on iPhone at the time. Note that shadow mapping was achieve by packing the depth informations in a color texture but now you have access to GL_OES_depth_texture so you should be able to gain so more speed.
I consider it a good tutorial for OpenGL ES 2.0, you can read about bump-mapping and shadow-mapping with a fun example from a Doom 3 level.
The OpenGL ES 2.0 renderer feature uber-shaders: Depending on the material currently renderered a shader is recompiled on the fly in order to avoid branching.
Enjoy:
. More...
To generate 60fps videos on iOS
Back in winter 2009 I was working pretty hard on the 3D engine that would power my next iPhone/iPad game: "SHMUP". To demo the work in progress required to generate videos, a task far from being trivial on a smartphone: Slow CPU/GPU, Little RAM, no TV output, no storage space, no real multitasking. Hence I had the idea to have the engine generate its own videos. This is how I did it, maybe it will inspire someone.. More...
Superhacker Rossum hacked inPulse - Have you?
To become a good C programmer
Every once in a while I receive an email from a fellow programmer asking me what language I used for one of my games and how I learned it. Hence, I thought it may help a few people to list here the best things to read about C. If you know of other gems, please email me or add a comment at the bottom of the page. More...