Blogs- December 2019 Update
- November 2019 Update
- Apple Arcade made my mobile gaming fun again
- The Subscription Model Fatigue
- October 2019 Update
- September 2019 Update
- Ranking Systems 02 - The Elo Rating System
- Go is still fighting over generics. In 2019.
- August 2019 Update
- Why I love Narration Through Discovery
- July 2019 Update
- The Winter of Virtual Assistants
- On Rogozhin's Universal Turing Machines
- June 2019 Update
- Kotlin Development in VS Code
- Ranking Systems 01 - What is Skill
- May 2019 Update
- Five game design flaws of Quidditch and how to fix them
- Boardgames may be good for your mental health
- April 2019 Update
- Game Design: Gathering Quests Sucks
- March 2019 Update
- The time I forgot how to relax
- February 2019 Update
- Small introduction to Random Walking
- January 2019 Update
- December 2018 Update
- November 2018 Update
- Quick Look at F# in Unity
- My take on the reproducibility of academic papers
- [Link] Go: the Good, the Bad and the Ugly
- Game Design: Taxonomy of Fishing Mini-games
- The State of Game Development in Rust
- MovingAI pathfinding benchmark parser in Rust
- Choosing between Behavior Tree and GOAP (Planning)
- GameDesign Math: RPG Level-based Progression
- Small rant about "blockchain" overuse
- How to add a logo in Rust documentation
- Questions about Deep Learning and the nature of knowledge
- The Most Promising Programming Languages for 2018
- Preserving a Cryptography book from 1897
- NaNoWriMo 2017 in Stats
- Procedural Calendar Generation & Lunar Phases
- Seasons Generation from Orbital Parameters
- Not every classification error is the same
- Cuphead is not "hard"
- A Dwarf Fortress calendar in PureScript + Halogen
- Crash course on basic ellipse geometry
- WordPress abandoning React: a Facebook horror story
- Computing planetary orbits between two celestial objects
- How hidden variables in statistical models affect social inequality
- Playerunknown's Battlegrounds did everything wrong. And doing so, it won.
- Against Addiction and Gambling-like Mechanic in Free to Play Games
- Artificial Anxiety and the problem "Mental Issues" in AI
- Looking at the path so far...
- Minimized Cave Generation with Cellular Automata
- Improve Inventory-Aware Pathfinding with Map Preprocessing
- Typescript Unit Test for Web Applications
- I needed to trust my gut feelings: Kotlin and Android
- How to build rusqlite on Windows
- I am killing comments. I will not kill discussion.
- Randomness in PCG is about the result, not the parameters
- Random calendar generation from planet orbital parameters
- Any news from Clojure front?
- Most Promising Programming Languages of 2017
- PCG without a Computer: Combinatorial Literature
- How to manage a Videogames Bibliography in LaTeX
- THREE.js Shader Loading from External File
- Announcement: Procjam's Seed #1
- How to build a Telegram SpyBot
- Procedural Generation in the Post No Man's Sky Era
- Python for Practical Statistics
- On Designing Games for Infinite Players
- On the procedural generation of a proto-language
- Back from Nucl.ai 2016: A small report
- My view on Elixir and Clojure
- TypeScript Binary Heap
- Quick Dev Tips: Pixel-Perfect Scaling of a Phaser game
- Basic Bootstrap for Phaser.io and Typescript Game Development
- Game Design Essentials: Single Button Controls
- How to generate passphrases with an RPG Dice Set
- You need to decide your decisions
- Inventory-Aware Pathfinding - Part 1
- The Primes Ancestor Tree
- How to use Rust in Python (Part 3)
- How to use Rust in Python (Part 2)
- How to use Rust in Python (Part 1)
- Convert images to MovingAI maps
- Research Code vs. Commercial Code
- Postmortem: Writer's Block - 1GAM January
- Fast (Approximated) Moving Average Computation
- YoshiX: Experiments made easy
- The most promising languages of 2016
- Turn-based Battle Systems - Chapter 2 - Analytical Analysis
- The Challenge of Infinite Space
- How to design a Pokémon-like Combat System – Chapter 1
- Let me introduce your worst rival: yourself
- When cheating with a robot is really cheating?
- A Month of Writing: August 2015
- Boost Hierarchical Pathfinding with Extended Graphs
- Bacon Game Jam 09: Back in Business
- Procedural Contents Generation in Modern Videogames
- Weekly Inspirational #2
- Weekly Inspirational #1
- Javascript is not so bad, after all
- Debug with Git Binary Search
- Never underestimate a smooth workflow
- Quadarto: a didactic project in Haskell
- The definitive guide to start with ClojureScript
- My peek on Atom
- Global Game Jam 2015 Postmortem
- The most promising languages of 2015 - Part 2
- The most promising languages of 2015 - Part 1
- One Game A Month - December 2014
- LowPoly in Blender
- On developer anxiety
- Random Maps with Cellular Automata
- Towards the ProcJam 2014
- Back from AIIDE 2014
- Speccy Jam 2014 Postmortem
- Random Goblin Name Generator
- Back from ECAI 2014
- In search of the “Philosopher’s Code”
- Lazy, Bloody Summer (starting again)