The Harsh Truth of Video Games Programming

This page summarizes the projects mentioned and recommended in the original post on news.ycombinator.com

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  • nkeyrollover

    ASCII side-scrolling beat-em-up game

  • Sure: https://github.com/dobin/nkeyrollover. You can play it with "telnet exploit.courses". It will crash a lot. Stole some animations from "Stone Story" (Steam)

  • adama-lang

    A headless spreadsheet document container service.

  • I want to make games, but even some years ago I realized it was not a great path for a multitude of reason (many of which are in this article).

    My path, and what I recommend, is do something hard and important which pays the bills at a premium. I did infrastructure work, and I was lucky to have a great decade long career allowing me to "retire early".

    Now, I can work on a game at my pace building the tools that I see fit. I'm focused on board games because they have a timeless quality about them. I'm developing an entire SaaS platform and programming language to make the network goo beyond easy. http://www.adama-lang.org/

    As I'm getting close to some kind of launch for the SaaS, my next thing is to build up my own web based IDE with a release-often ideology such that I can build a Roblox for online 2D board games. Honestly, I'm having a blast because I'm not suffering tools which are going to fade.

  • WorkOS

    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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  • flecs

    A fast entity component system (ECS) for C & C++

  • I'm currently building a game engine using flecs as my ECS: https://github.com/SanderMertens/flecs

    There's lots of great example code in the docs and within the repo itself, for what it's worth!

  • TIC-80

    TIC-80 is a fantasy computer for making, playing and sharing tiny games.

  • I'm just getting into game dev, though starting with the tic 80 [0]. I've found it kind of funny how, like, matter-of-fact it is. In my mind there was always some magic algorithm going on and I guess there arguably is but it more like, "check the x and y coords plus the character's height and width and do those coords touch a coord on the map that is considered solid and if so, set the player's velocity to 0." It's like, "Oh ya, duh. Damn, I was hoping it was just magic."

    In the spirit of this article, I was going hard at it for several days but have not worked on it since last week.

    [0] https://tic80.com/

  • game-programmer

    A Study Path for Game Programmer

  • For procedural animation: I have yet to find the path to learning this skill. It is very opaque, and I think you just need to attack it with your brain and learn it.

    For shader and graphics programming: I liked this tutorial series as a "first steps" by Freya Holmér: https://www.youtube.com/watch?v=kfM-yu0iQBk

    Here is another list: https://www.alanzucconi.com/2018/01/03/learning-shaders/

    The Book of Shaders is a popular suggestion, but it appears to be abandoned: https://thebookofshaders.com/

    I also discovered this AWESOME list of learning paths for all gamedev concepts: https://github.com/miloyip/game-programmer

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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