EVE Online's Carbon game engine has been released as open source by Fenris Creations, the studio founded by original EVE developers. The move aims to allow developers and modders to use the engine freely for their own projects, with Fenris Creations citing community empowerment and long-term preservation of the technology as key motivations.
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The article begins a multi-part history of Maxis Software, the company founded by Will Wright that revolutionized gaming with simulation titles like SimCity. It explores Maxis's origins and the creative philosophy behind their early "Sim" games, emphasizing Wright's fascination with complex systems and emergent gameplay.
Part 1 of a series on the history of Maxis covers the early life and career of founder Will Wright, from his childhood influences and early game concepts for the Commodore 64 to the development of SimCity.
The video discusses how AI tools and generative models are being used to replace or undercut game developers, leading to job losses, reduced pay, and increased pressure on creative professionals in the gaming industry.
The blog post "Ease Comes After" from Easel Games discusses the June 2026 update for their game, detailing new features, improvements, and changes coming to the platform.
Senior developers from Rocksteady Studios have said that the commercial and critical failure of Suicide Squad: Kill the Justice League left them feeling demoralized and questioning their future in game development. The flop, which underperformed expectations, has raised concerns about the studio's direction and the toll such high-profile failures can take on creative teams.
A deep look at the 1986 game Silpheed, detailing its use of a mainframe ray-tracing system to generate pre-rendered 3D sprites and the engineering challenges of porting it from the PC-88 to the Sega CD.
At GodotCon 2026, Lilith Duncan presents a real-time version control system designed specifically for Godot, going beyond traditional Git to handle game assets and collaborative workflows more natively within the engine.
A curated list of multiplayer networking resources for game developers, covering articles, libraries, and tools related to netcode, synchronization, and online game architecture.
Scott Miller and Joe Siegler recount the early history of Apogee Software and 3D Realms, from its founding in 1987 through the shareware revolution, the creation of classic titles like Commander Keen and Duke Nukem, and the development of the Build engine. The article details the company's evolution, key hires, and the transition from 2D to 3D gaming.
GDstudio is a reimagined editor designed for Godot projects, aiming to provide an alternative development environment for Godot game developers.
The article describes the custom lossless compression scheme used in the game Full Quiet, which combines run-length encoding with a LZ77-style sliding dictionary. It explains the format of compressed chunks and provides details on the decompression algorithm implemented on a Game Boy Advance.
A blog post outlines a recommended learning path for aspiring graphics programmers, covering foundational math (linear algebra, calculus), computer science concepts, graphics APIs (DirectX, Vulkan), shader programming, and rendering techniques like ray tracing and rasterization.
A developer has built a small football management game as a personal project, sharing it on Hacker News for feedback.
RouteVN is a no-code application that enables users to create visual novels without any programming knowledge.
The article describes a day-75 project in which the author uses Claude (an AI assistant) to "vibe-code" a video game called "Corner the Market," likely exploring the process of building a game through conversational AI interaction rather than traditional coding methods.
The rise of generative AI is fueling a surge in new video game releases, as smaller studios use the technology to create titles faster and cheaper. However, major developers with large budgets and established franchises continue to dominate the market, making it difficult for indie AI-driven games to gain significant traction.
The Unity Asset Store is removing publishers based in China, Hong Kong, and Macau, requiring developers to publish assets directly or through other regions. The move affects creators in those areas, who must transition from existing publisher arrangements.
This article explains how to implement hierarchical game object structures using an Entity Component System (ECS) and data-oriented design principles, focusing on performance improvements by organizing transform data in flat arrays rather than traditional object trees.
Artifacts is a sandbox MMORPG where all player actions—movement, combat, gathering, crafting, and trading—are performed through a REST API instead of a traditional click-based interface. Players write code to control their characters.
The article recounts the history and legacy of Scumm, the pioneering adventure game engine developed by Lucasfilm Games. It details how the SCUMM (Script Creation Utility for Maniac Mansion) system enabled classics like Maniac Mansion, Monkey Island, and Day of the Tentacle, revolutionizing point-and-click adventure games and leaving a lasting impact on game design.
Llama Legends is a free, ad-free, browser-based Gacha/Cardgame/Idle RPG featuring 550+ AI-generated llama-themed pop culture parody cards. Players collect cards, battle in arena and co-op raids, and progress through idle mechanics, with no microtransactions. The solo developer built it over six months alongside a day job and recently shipped Season 3 with superhero/villain cards.
The article argues that despite rising investments in AI tools for game development, there remains scant evidence of significant practical utility or cost-benefit justification for their widespread adoption in the industry so far.
A puzzle game inspired by Dragon Age: Inquisition's astrarium minigame has been released on the web, featuring procedurally generated constellation puzzles based on Euler paths. The developer built the game with a colorful aesthetic and is currently working on bringing it to Steam and mobile platforms.
Will Eastcott tweeted about implementing voxel collision in the SuperSplat editor, a tool for editing and viewing Gaussian splatting scenes. The feature allows for accurate collision detection within the voxel-based editing environment.
A developer is creating a 4X strategy game called "Age of New Worlds" using Flutter and Flame. The project is open-source and hosted on GitHub, offering a glimpse into building complex games with these frameworks.
Ps2-forge is a tool that allows users to generate PlayStation 2 games from a single text prompt, simplifying game development for the PS2 platform.
The article discusses the concept of readability in level design, explaining how clear visual communication helps players understand game spaces, objectives, and paths without confusion. It covers techniques like color contrast, lighting, silhouette, and environmental storytelling to guide players intuitively. Good readability reduces frustration and improves gameplay flow.
Epic Games CEO Tim Sweeney criticized Valve's Steam platform for requiring developers to disclose AI use in their games, calling the policy "really irresponsible." He argued that the disclosure requirement creates a stigma around AI tools, making it significantly harder for indie developers to succeed and unfairly penalizing them compared to larger, established game companies.
The video devlog showcases the latest build of the game Gunship: Origins, featuring gameplay footage of flying the aircraft, discussing development progress, new features, and flight mechanics updates.