#gamedev
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How SimCity Squeezed a Whole City Simulation into 16 MHz
The original SimCity ran on an Intel 386SX clocked at 16 MHz. The trick behind it still matters for modern games: don't run all your code every frame.
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Game Reverse-Engineering Community Shuts Down as AI Makes Decompilation Too Easy
The site decomp.dev is closing its doors, saying AI has broken the very spirit of decompilation — work that once took engineers years can now be done trivially.
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Epic Games reportedly pivots to an "AI first" game development model
According to a report, the studio is betting on artificial intelligence for a delayed Marvel/Star Wars shooter built as part of a collaboration with Disney.
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Fighting-Game Netcode Comes to Brood War
A group of enthusiasts describes how they brought fighting-game-style netcode to the classic StarCraft: Brood War.
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Quake rewritten in safe Rust and running in the browser
id Software's 1996 Quake has been ported from its open GPL sources to Rust and now runs right in the browser — no GPU, no dependencies, software-rendered.
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Bevy 0.20 Released: Path Tracing, WESL Shaders and a Refined Scene Syntax
The Rust game engine Bevy ships a major update: a faster Solari path tracer now running on macOS, a move to the WESL shader standard, and a polished BSN scene system.
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How to Fit a B-2 Bomber into GTA 3: A Very "Normal" C++ Project
A video with the tongue-in-cheek title "The Most Normal C++ Project" has surfaced on YouTube: its author adds a stealthy B-2 bomber to GTA 3.
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asciiQuake: Quake in Characters, Drawn with CSS
The asciiQuake project ports the classic shooter into the world of text graphics — the rendering is handled by a technology called GlyphCSS.
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12 TB Leak Uncovers Abandoned Half-Life 2: Episode 3 Material
An archive of more than 12 terabytes containing builds of nearly every game uploaded to Steam between 2003 and 2013 has surfaced online. Enthusiasts have already turned up traces of the cancelled Half-Life 2 sequel and cut content from Portal 2.