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Reverse Engineering NovaLogic's Comanche Terrain Maps
A detailed reverse-engineering walkthrough of Comanche: Maximum Overkill MS-DOS terrain/map files—how NovaLogic packed heightmaps and related data, and how to reconstruct the landscapes.
16 min · 3,693 words
Using any C++ library in Godot
Using any C++ library in Godot Godot has become one of the most popular game engines of the last few years. It is free, open source under the MIT license, and small enough to download and start using in minutes.
10 min · 2,353 words
Teaching GPU programming in p5.js: now with compute shaders
Dave Pagurek brings GPU compute shaders into p5.js for teaching—why graphics education needs modern GPU abstractions, and how students can write compute shaders in a friendly creative-coding environment.
17 min · 3,974 words
Writing a ray tracer in Brainfuck
A playful systems post that implements a ray tracer in Brainfuck—compilers, esolangs, and the surprising claim that sometimes the correct answer is to write a compiler.
9 min · 2,118 words
SDF vs. MSDF vs. Slug: GPU Text Rendering
Chris Hanson compares SDF, MSDF, Slug, texture atlases, and Rive for GPU text: how signed-distance fields trade sharpness, memory, and shader cost when you draw outlines yourself.
15 min · 3,398 words
Divide by depth for instant 3D
Gabriel O'Flaherty-Chan peels open how 3D cameras work: perspective divide by depth, projection matrices, and building intuition beyond black-box game engines.
4 min · 886 words