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My opinion is that talking about languages is usually a very unproductive use of time.
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Fishing is probably the most common mini-game in gaming history.
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Game Development is one of the fields in which Rust can gain a lot of traction.
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You know I worked a lot with pathfinding.
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I would like to expand the answer I gave on /r/gamedesign some days ago.
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Level-based progression is an extremely popular way of providing the player with the feeling of “getting stronger.”
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A lot of startups are using “blockchain” as a replacement hyped word for “distributed database”.
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Note: This article has not been updated in the last 2 years.
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If there is something that can be assumed as a fact in the AI and Machine Learning domain is that the last years had been dominated by Deep Learning and other Neural Network based techniques.
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This is the time of the year in which I propose 5 emerging/new languages that you should keep an eye on the next year.
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Some time ago I found on my grandma’s house an old Italian book on cryptography from 1897.
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This year I joined and won the NaNoWriMo challenge: write 50000 words for a novel in 30 days.
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Here we are again!
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Welcome back to part 3 of the Procedural Calendar Generation series.
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In this article, I would like to talk about a common mistake new people approaching Machine Learning and classification algorithm often do.
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During the last few weeks, I’ve seen over and over people saying that Cuphead is hard.
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My last week project involves PureScript and Halogen and the Dwarf Fortress calendar.
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Because I started a small series about astronomical algorithms and the magic of math in space, I think we need to cover an important prerequisite.
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Today, during my daily web crawling, I found this article by Matt Mullenweg.
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As you probably know, I am working (slowly) on an astronomically accurate calendar generator.
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Use of machine learning is becoming ubiquitous and, even with a fancy name, it remains a tool in the statistical modeler belt.
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This small article is born from a discussion I had with a friend of mine this week.
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I want to take the cue from a last week massive Reddit thread on micro-transaction in Free2Play (F2P) games to give my opinion of the topic.
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Anxiety is a human mind bug.
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Now that I finally completed my PhD studies, I started rethinking about my path up here.
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Yesterday I wrote a cellular automaton based procedural caves generator algorithm that fits in a business card.
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This article has been originally published on Gamasutra.
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You know, I quite enjoy TypeScript.
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In this year top-5 promising languages list, I put Kotlin in fifth place among the languages that you should definitely check in 2017.
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Note: This article has not been updated in the last 2 years.
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I am removing comments from this blog.
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I feel the urge of stating the obvious: randomness in Procedural Generation refers to the perceived randomness of the outcome; not the randomness of the input parameters.
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In this article I want to show you a small proof of concept where we generate from scratch an alien calendar.
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Some days ago, I was cleaning my Code folder from old snippets and test projects when I found an old Clojure package I did to test some Clojure feature.
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Another year, another 5 promising programming languages you should keep an eye on in 2017.
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For us computer scientists and game developers, Procedural Content Generation is directly connected with computers and algorithms.
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There is a common question in academia for people working on videogames: “Is there a consensus on how to cite videogames in academic papers?”.
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As usual, trying to nicely separate into different files the various application parts in JavaScript is a titanic challenge.
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This is just a small announcement.
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Internet/Tech literate people continuously talk about privacy.
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I think the time is ready to talk about Procedural Contents Generation (PCG) in the post No Man’s Sky era.
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These days were a bit busy.
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When you design a game, one of the most important aspect to take into account is the number of players.
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As you probably know, last week I was at the DiGRA-FDG conference in Dundee, Scotland.
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I’m back!
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Elixir and Clojure are two uprising and fun functional languages.
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Yesterday I converted a Binary Heap data structure in TypeScript.
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As you may know, I am in the middle of developing a demo for some Smart Pathfinding, and I’m using Phaser and TypeScript for it.
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In the last period, I’m really enjoying TypeScript.
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I hope you agree with me: controls are the true essence of every game.