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  1. My opinion is that talking about languages is usually a very unproductive use of time.

  2. Fishing is probably the most common mini-game in gaming history.

  3. Game Development is one of the fields in which Rust can gain a lot of traction.

  4. You know I worked a lot with pathfinding.

  5. I would like to expand the answer I gave on /r/gamedesign some days ago.

  6. Level-based progression is an extremely popular way of providing the player with the feeling of “getting stronger.”

  7. A lot of startups are using “blockchain” as a replacement hyped word for “distributed database”.

  8. Note: This article has not been updated in the last 2 years.

  9. 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.

  10. 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.

  11. Some time ago I found on my grandma’s house an old Italian book on cryptography from 1897.

  12. NaNoWriMo 2017 in Stats

    This year I joined and won the NaNoWriMo challenge: write 50000 words for a novel in 30 days.

  13. Here we are again!

  14. Welcome back to part 3 of the Procedural Calendar Generation series.

  15. In this article, I would like to talk about a common mistake new people approaching Machine Learning and classification algorithm often do.

  16. Cuphead is not "hard"

    During the last few weeks, I’ve seen over and over people saying that Cuphead is hard.

  17. My last week project involves PureScript and Halogen and the Dwarf Fortress calendar.

  18. 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.

  19. Today, during my daily web crawling, I found this article by Matt Mullenweg.

  20. As you probably know, I am working (slowly) on an astronomically accurate calendar generator.

  21. Use of machine learning is becoming ubiquitous and, even with a fancy name, it remains a tool in the statistical modeler belt.

  22. This small article is born from a discussion I had with a friend of mine this week.

  23. 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.

  24. Anxiety is a human mind bug.

  25. Now that I finally completed my PhD studies, I started rethinking about my path up here.

  26. Yesterday I wrote a cellular automaton based procedural caves generator algorithm that fits in a business card.

  27. This article has been originally published on Gamasutra.

  28. You know, I quite enjoy TypeScript.

  29. In this year top-5 promising languages list, I put Kotlin in fifth place among the languages that you should definitely check in 2017.

  30. Note: This article has not been updated in the last 2 years.

  31. I am removing comments from this blog.

  32. 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.

  33. In this article I want to show you a small proof of concept where we generate from scratch an alien calendar.

  34. 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.

  35. Another year, another 5 promising programming languages you should keep an eye on in 2017.

  36. For us computer scientists and game developers, Procedural Content Generation is directly connected with computers and algorithms.

  37. There is a common question in academia for people working on videogames: “Is there a consensus on how to cite videogames in academic papers?”.

  38. As usual, trying to nicely separate into different files the various application parts in JavaScript is a titanic challenge.

  39. This is just a small announcement.

  40. Internet/Tech literate people continuously talk about privacy.

  41. I think the time is ready to talk about Procedural Contents Generation (PCG) in the post No Man’s Sky era.

  42. These days were a bit busy.

  43. When you design a game, one of the most important aspect to take into account is the number of players.

  44. As you probably know, last week I was at the DiGRA-FDG conference in Dundee, Scotland.

  45. I’m back!

  46. Elixir and Clojure are two uprising and fun functional languages.

  47. TypeScript Binary Heap

    Yesterday I converted a Binary Heap data structure in TypeScript.

  48. 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.

  49. In the last period, I’m really enjoying TypeScript.

  50. I hope you agree with me: controls are the true essence of every game.