Vibe Coding is a platform that allows users to create games in minutes using AI-powered tools. The system enables rapid game development through intuitive interfaces and automated coding assistance. Users can quickly prototype and build interactive gaming experiences with minimal technical expertise.
#game-development
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The 1984 game Chuckie Egg, created by Nigel Alderton, remains fondly remembered for its simple yet addictive platform gameplay. Alderton developed the game while working at A&F Software, drawing inspiration from arcade classics like Donkey Kong. The game's enduring popularity stems from its accessible mechanics and nostalgic appeal.
The article describes techniques for creating the illusion of 3D characters within a 2D game engine. It explores methods like sprite manipulation and perspective tricks to simulate depth and dimension. These approaches allow developers to achieve a 3D aesthetic without requiring full 3D rendering capabilities.
Mario Zechner discusses the challenges of building precise systems like Pi in environments with inherent imprecision, exploring the intersection of mathematical rigor and real-world computational constraints.
The article explains how to implement an FPS counter by measuring frame times, calculating average frames per second, and displaying the results. It covers various implementation approaches including using timestamps and smoothing techniques for accurate performance monitoring.
A competition challenges developers to create an arcade game under 50KB in size, with a $300 prize for the winner. The contest aims to promote creative coding within strict file size constraints.
This chapter introduces networking concepts in Bevy game development, covering how to implement multiplayer functionality and network communication in Rust games using the Bevy engine's networking capabilities.
A Unity port of Rapidhash has been released, bringing the fast hash function to the Unity game engine. The port enables developers to use Rapidhash's performance benefits within Unity projects for various hashing needs.
The article analyzes the game design of Math Academy, examining how it uses game mechanics to teach mathematical concepts. It explores the balance between educational content and engaging gameplay elements.
The article discusses automated testing in the Bevy game engine, covering unit testing, integration testing, and continuous integration workflows. It explains how to set up test environments and write tests for Bevy systems and components.
A video game publisher received a package containing a tooth, which was later determined to be from a fan who had lost it while playing their game. The publisher handled the situation professionally and returned the tooth to its owner.
Tiltbump is a single HTML file game created by a developer and their kids through "vibe coding." The game is designed to be challenging but easy to understand, and works particularly well on mobile devices.
The video demonstrates Unreal Engine 5 running in a browser using WebGPU technology. This implementation shows real-time 3D graphics rendering capabilities through web standards without requiring native applications.
A text adventure game has been created entirely using Markdown formatting. The game demonstrates how Markdown can be used to build interactive narrative experiences through simple text-based elements.
SuperTuxKart began as a simple racing game in 2004 and evolved into a full 3D kart racing game with open-source development. The project has grown through multiple major releases, adding features like online multiplayer, new tracks, and improved graphics while maintaining its free and open-source nature.
A developer is creating a new HTML5 video game each day with competitive high scores. This is day five of the project, featuring a game called Minefield.
The article presents an improved linear interpolation technique for achieving smoother movement in game development. It explains how traditional lerp can cause jittery motion and offers a more stable alternative using exponential smoothing.
The article examines modern culling techniques used in rendering pipelines to improve performance by eliminating unnecessary geometry processing. It discusses various approaches including frustum culling, occlusion culling, and hierarchical methods that work together to optimize rendering efficiency.
The Ultima Ratio Regum 0.11 update introduces new map geometry and mathematical systems for world generation. These changes create more varied and interesting terrain patterns across the game's procedurally generated maps.
Knight Ride is a browser-based puzzle game where players control a chess knight to reach a target square while capturing enemy pieces for points. The game features limited moves, point multipliers, and various bonuses like streaks and board-clearing rewards. It was built using HTML, JavaScript, and CSS without game engines or chess libraries.
Rebecca Heineman, a legendary game designer and programmer known for her work on titles like Bard's Tale, Wasteland, and various ports, has died from an aggressive form of pulmonary adenocarcinoma. She had a long tenure in the computer gaming industry, contributing to many notable projects throughout her career.
The author has released "Oblast," a new Commodore 64 game based on the 1978 arcade game Blasto and its TI-99/4A port. The project, developed over two years, features faster action, procedurally generated screens, and fully configurable gameplay. It is available for free on real Commodore 64 hardware or emulators.
Level Up Tasmania 2024 is a celebration of the local game development industry running from September 27-29 in Hobart. The event will showcase over 30 Tasmanian-made games at PW1, with free tickets available.
The author was re-elected as President of Tasmanian Game Makers for the third consecutive year. They plan to work with the new committee to advance Tasmania's video game industry, launch a games incubator, and assist with the Level Up program.
The TasICT Creative Technologies event in Hobart featured speakers from Procreate, Handbuilt Creative, Screen Tasmania, Secret Lab, and Yarn Spinner. The event aimed to strengthen connections between Tasmania's technology and creative technology industries.
Jon from Secret Lab and Yarn Spinner will present a talk at GDC 2025 about how the indie game DREDGE uses Yarn Spinner for narrative. The session will explore building narrative with open source tools.
The author explains why their game development tool Yarn Spinner is not implementing generative AI features, despite frequent inquiries about it. They acknowledge the current AI hype but are taking a different approach regarding creative processes.
Yarn Spinner has released a Mass Effect 2 Save Importer that allows users to access all player decisions from the game directly within Yarn. The tool imports complete save data from what the announcement calls "the most important game of all time."
Yarn Spinner 3.1 was released on December 3, 2025, featuring asynchronous operations, improved error handling, and enhanced customization options for the dialogue system framework.
The game "Hint Line '93" created by Yarn Spinner is now on display at ACMI's Game Worlds exhibition in Melbourne. The museum had commissioned microgames for its exhibition, seeking 5-10 minute playable experiences accessible to diverse visitors.