Game Development

Electronic Arts

Electronic Arts maintains a robust open-source presence with multiple Command & Conquer game repositories and development tools in C++. The organization actively manages various technical projects including game modding support, rendering frameworks, and Kubernetes deployment tools.

GitHub - adenta/fire_red_agent

A developer shares their experience building an autonomous AI system to play Pokémon FireRed using LLMs, RetroArch emulation, and memory management techniques. The project faced challenges with emulator input control and battle handling, while successfully implementing navigation, text parsing, and conversation systems. The implementation demonstrates potential applications for AI-driven gaming content creation.

TypeScript types can run DOOM

A developer successfully implemented the 1993 video game Doom to run entirely within TypeScript's type system, requiring 177 terabytes of types and 12 days of processing for a single frame. The project involved building a complete web assembly virtual machine using only TypeScript types, making it possibly the largest TypeScript codebase ever created.

Wiki

A developer explores GDScript, Godot's custom programming language, providing detailed analysis of its features, type system, and design choices. The language combines Python-like syntax with stronger typing and modern features like pattern matching, proving to be surprisingly well-designed for game development despite initial skepticism.

What is Ren'Py?

Ren'Py is an open-source visual novel engine that enables creators to develop interactive stories and simulation games using a simple script language and Python. The engine supports multiple platforms, offers comprehensive documentation in several languages, and has been used to create over 4,000 games available on platforms like Steam and Itch.io.

League of Legends data scraping the hard and tedious way for fun

A developer reverse-engineered League of Legends' replay system to extract high-fidelity gameplay data by decrypting game packets and emulating game engine functions, achieving better performance than existing approaches. The work demonstrates methods for accessing detailed match data including precise player positions, ability usage, and damage calculations that are not available through official APIs.

Postmortem: The singular design of Namco's Katamari Damacy (2004)

A detailed postmortem of Katamari Damacy's development reveals how this unique game, built around the simple concept of rolling objects into an ever-growing ball, challenged gaming conventions and achieved global success. The creator's vision focused on originality, simplicity, and peaceful gameplay, deliberately avoiding common gaming tropes like power-ups and complex controls.