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AAA – Analytical Anti-Aliasing(blog.frost.kiwi)
525 points by todsacerdoti | 84 comments
A blog post on FrostKiwi's Secrets explaining anti-aliasing techniques like SSAA, SMAA, and DLAA, then introducing analytical anti-aliasing in shaders.
Llama.cpp guide – Running LLMs locally on any hardware, from scratch(steelph0enix.github.io)
318 points by zarekr | 60 comments
A long blog guide on building and running llama.cpp to run large language models locally on various hardware, from scratch.
Measuring Input Latency on Linux: X11 vs. Wayland, VRR, and DXVK(marco-nett.de)
344 points by hoechst | 224 comments
A personal blog post measuring input latency on Linux for gaming, comparing X11 vs Wayland, variable refresh rate, and DXVK settings.
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Making video games (without an engine) in 2025(noelberry.ca)
482 points by selvan | 210 comments
Blog post by indie developer Noel Berry describing how he makes video games in 2025 without using a commercial game engine.
I learned Vulkan and wrote a small game engine with it(edw.is)
599 points by eliasdaler | 240 comments
Elias Daler's blog post on learning Vulkan and building a small game engine with two demo games in three months, with code on GitHub.
Making Video Games in 2025 (without an engine)(noelberry.ca)
411 points by alvivar | 193 comments
Blog post by indie developer Noel Berry describing how he makes video games in 2025 without a commercial engine, covering his tools and libraries.
How to draw an outline in a video game(ameye.dev)
511 points by alexanderameye | 56 comments
A blog post explaining five different techniques for rendering object outlines in Unity games, with examples from games like Sable and The Last of Us.
It's not about physical vs. digital games, it's about ownership(popcar.bearblog.dev)
594 points by popcar2 | 452 comments
A blog post arguing that the debate over physical versus digital games is really about ownership, prompted by PlayStation ending disc production for new games.
Game devs explain the tricks involved with letting you pause a game(kotaku.com)
400 points by speckx | 221 comments
Kotaku article in which video game developers explain how pausing is implemented in games and the odd tricks sometimes involved.












