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John Carmack reflects on the key mistakes in Quake's development that led to the decline of id Software, including technical overambition, overworking staff, and poor corporate structure.
A developer documents the 28th day of their project to recreate GTA 6 using Claude AI.
Workers at Wizards of the Coast's Arena have formed a union, UWOTC-CWA, after a successful vote. The union aims to negotiate a contract.
The author built a 3D spaceship flying game in Lovable using just one prompt, highlighting how AI simplifies game development.
This paper presents an exploratory case study evaluating GPT-4o's ability to perform refactoring and generate gameplay features in an endless runner game, finding that refactoring tasks succeeded while feature generation tasks mostly failed.
JamSet and JamBench are introduced as a dataset and benchmark for project-level game code generation on the Godot engine, derived from Game Jam projects, with evaluation showing a capability cliff for AI models as project scale increases.
Unreal Engine 5.8 adds experimental MCP server support, enabling AI agents to connect and build games, potentially revolutionizing game development costs.
Epic Games announces Lore, an open-source version control system designed for scalability and optimized for projects combining code with large binary assets, catering to developers and artists.
NVIDIA has released MotionBricks at SIGGRAPH 2026, an AI model that enables game characters and robots to master over 350,000 motion skills, reaching up to 15,000 FPS with just 2ms latency.
An indie developer is creating an FPS game called Supreme Experiment, set in a world where machines evolved and formed their own religion after humans abandoned them. Players must infiltrate terminals to uncover the conspiracy.
A blog post reveals that Slay the Spire 2's random number generators are correlated due to linearity in C#'s System.Random, allowing players to predict in-game outcomes. The post details how different RNGs initialized with seed+hash produce exploitable correlations, affecting various game events.
Modular demonstrates two approaches for computing game fields: using SIMD precomputation or compiling a Mojo kernel to WebAssembly for live browser rendering.
The monthly 'Ask HN: What are you working on?' thread for June 2026 features discussions about a city builder game called Microlandia, which has sold nearly 10,000 copies, and topics like UBI simulation.
A technique for handling sound from irregularly shaped audio sources in game development using point clouds to avoid direction switching issues.
A developer explains why they chose the Zig programming language to create a Game Boy Advance game, highlighting Zig's cross-compilation capabilities and suitability for embedded programming.
A developer shares their experience porting a C game to WebAssembly, detailing bugs encountered due to 32-bit vs 64-bit differences and offering debugging tips.
Explores why mainstream games have not yet integrated large language models into NPCs, questioning whether latency issues or lack of interest from game studios are the primary obstacles.
A solo developer shipped 8M+ copies of Schedule 1, earning ~$125M. Now Higgsfield Games allows generating and deploying multiplayer games from a single prompt using Higgsfield MCP and Claude Fable 5.
Bitsy is a small game engine for creating little games, worlds, and stories. It provides a web-based editor and community resources.
A first-person shooter game implemented in COBOL, supporting Wolf3D-style and DOOM-like levels.