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The Crystal programming language recently reached version 1.0.
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Game Design is a kind of language.
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During last year Advent of Code, I ended up discovering a beautiful relation between bounded integer compositions and the generalized Fibonacci sequence.
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This is a very interesting analysis of crafting in modern games.
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I know, I know: everybody loves Hades, the Super Giant’s latest jewel.
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Property-based testing is probably the thing I missed the most from my time working with Haskel.
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Debugging a remote Node.js application in VSCode is an elementary procedure.
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Every time there is a discussion on the future of AI-powered Autonomous Vehicles, somebody put the Trolley Cart Problem (TCP) on the table.
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We already know that Procedural Content Generation (PCG) is a masterful tool for building games.
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Making a game on a Fantasy Console is one of the best activity for any game development enthusiast.
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Here we go again with a new article derived from my work notes.
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Let’s be honest: nowadays, almost every AAA game looks the same.
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In the last week I converted a medium-sized legacy Java/Spring codebase to Kotlin.
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This is another not-requested opinion on Deno!
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Productivity and organization workflows can quickly become addictive.
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Today has been five years since Rust 1.0 release.
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Swift is a pretty language that hits a sweet, sweet spot: it is a compiled language built around LLV, it is modern, it took advantage of decades of programming language design efforts, and it is esthetically pleasing.
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This is a quick article to share a very surprising and beautiful thing I discovered today: it is possible to request a PDF with all your Kindle’s highlights directly from the Kindle interface.
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Inspired by a recent paper I read this week, I decided to explain the three major “classic solutions” to the generative storytelling problem: Simulation, Planning, and Context-Free Grammars.
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Visual Studio Code is my editor of choice.
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At the beginning of January, I put my hands on a dirty cheap Play Station 4 because, in the new house, I have no space for a gaming PC.
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With this new year, let’s try a new format.
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The new edition of Unity Game Optimization is finally out!
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This update is in huge delay.
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What a horrible October; I feel I am psychologically destroyed, and I am all over the places.
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It is about a month that I am trying Apple Arcade on my iPad.
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Unlike many, I am usually fine with the subscription model: I understand why it is useful for the developers and I think that, if priced correctly, it is not bad for the users for the vast majority of use cases.
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September has been sweet and kind to me; but also harsh and challenging.
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September is the true “new year”.
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As we have said before, skill and ranking are never measured directly; instead, they are inferred from the observed performance of a player in previous matches.
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I dislike Go.
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Last month, slowing down with socials and news became mandatory.
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Yesterday I was reflecting about an interesting fact: in the list of “my favorite games of all times,” the top 10 is packed with games that share all a common element.
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This update will be quite straightforward: July will be the month of digital retreat.
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Seven years and eight months have passed since the release of the first really popular commercial virtual assistant (VA).
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Every now and then, we see some headline about Turing Completeness of something.
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May is over.
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Note: This article has not been updated in the last 2 years.
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A Ranking Systems is a core element of every competitive game.
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April has been strange.
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I am re-reading Harry Potter for the n-th time.
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As developers — especially game developers — we are naturally attracted to digital games: after all, video games are what we do; right?
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Luck is not on my side.
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Some years ago I was playing one of those big AAA games, an epic RPG saga, a staple of single player games.
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This month I am a bit late; I have good reasons!
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It was the summer of 2018.
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Here we are again on this monthly update in which I talk about everything and nothing — a small summary of what I am doing, arranging and brewing, both on tech than in life. -- Read More
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Random Walking is a handy technique to have in your gamdev toolbelt and - despite the name - it is most useful for everything but actual walking.
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I am a functional-oriented developer.
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In these days I am reviewing CIG papers.