Transistors, logic gates, flip-flops, full adders, memory, and blinking LEDs. The PDP-8 is a great computer to learn about traditional digital electronics and simple computer architecture.
Many students have asked me if I'll ever record a course called 'Math for Programmers.' I am inclined to say that won't happen anytime soon... or at least not the way most people expect it.
As game developers, we can learn a lot from the past. Let's look at the history of game consoles to understand the driving forces that helped shape the modern gamedev technologies we use today.
The history of Vi & Vim goes hand in hand with the history of open-source software. This article looks at the historical events that shaped the evolution of these text editors.
Let's review the most important math topics used by game devs, reflect about math education, and discuss techniques that can be used to improve the way we learn new math topics.
Jungle music was found in countless games from the early 90s. This article goes over what jungle is, where it comes from, and why it was the perfect match for PlayStation & Nintendo 64 games.
Isometric games are extremely popular. Let's learn the theory behind isometric projection and how it is used by gamedevs to write isometric-looking games.
MS-DOS game programmers had to deal with several limitations. This article goes over some of these obstacles and explores how we used the DOS/4GW extender & protected mode to unleash the power of 32-b...
Ah, the question that fuels passionate discussions everytime we start a new gamedev project. Should we code a game engine from scratch, or should we simply use a commercial one?