Pikuma

An education platform to teach the fundamentals of computer science, programming, and mathematics.
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How PlayStation Graphics & Visual Artefacts Work
8 Aug 2024 | original ↗

The PlayStation has some unorthodox methods for generating 3D graphics. This article explains how PS1 graphics work & covers some important visual artefacts that are associated with Sony's console.

The Impact of Jungle Music in 90s Video Game Development
29 Jul 2024 | original ↗

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.

Exploring How Cache Memory Really Works
7 Jun 2024 | original ↗

Even though we often hear terms like L1, L2, cache block size, etc., most programmers have a limited understanding of what cache really is. This is a beginner-friendly primer on how cache works.

Understanding the Origins and the Evolution of Vi & Vim
11 Aug 2023 | original ↗

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.

Fundamental Math for Game Developers
31 Jan 2023 | original ↗

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.

Isometric Projection in Game Development
26 Jun 2022 | original ↗

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.

Verlet Integration and Cloth Physics Simulation
10 May 2022 | original ↗

Physics simulation in games is a super vast and interesting topic! This article explores how Verlet integration can be used to simulate 2D cloth physics with JavaScript and C++.

Oversimplified History of Retro Game Consoles for Programmers
13 Dec 2021 | original ↗

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.

DOS/4GW and Protected Mode
12 Dec 2021 | original ↗

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-bit DOS.

Should I Write a Game Engine or use an Existing One?
5 Dec 2021 | original ↗

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?

Tools & Libraries to Make Your Own C++ Game Engine
3 Dec 2021 | original ↗

So you want to learn more about game engines and write one yourself? That's great news! Here are some of my suggestions of C++ libraries and dependencies to help you get the job done.

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