GameDev Course 1: Introduction

In the previous post I introduced a course about game development I (and a partner) recently taught at the University of Havana. This is the first post of the rest of the course, where the actual content begins. In this post, we'll discuss a few key ideas about what ...

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GameDev Course 0: Preface

I recently finished the first iteration of an undergrad course in Game Development, that a friend and I are teaching at the University of Havana. In this course we take a rather opinionated and bold look at game development, and argue that there is a (fundamentally scientific and not talent- ...

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Why I changed my blogging platform

I recently changed my blogging platform (again), and basically started from scratch (again). This post is the short story of why this happened.

I started blogging around 2012 and, as almost everyone, I started with Wordpress. Coming from a CS background, I started from the very beginning with own server ...

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PCG Terrain III: Adding Props

This post is mostly about adding some details to the terrain in the form of props (rocks and trees). We are not gonna spent any time actually designing or generating nicely looking rocks and trees. We are just gonna put some dumb cylinders and spheres with a bit of color ...

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PCG Terrain II: The Mesh Generator

In the previous post we made some good advance on the first (and most important) of the three components for a procedural terrain generator. We'll get back to that later on, but for now, I want to focus on the second most important component: the mesh generator. Lets recap ...

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PCG Terrain I: The Basics

This is the first post in what will be (I hope) a long series on procedural content generation. For the first part of the series, I will focus on what I think is the best content to begin with, procedural terrain. I choose terrain because there are a number of ...

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