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  1. When HDR looks washed out, it’s often because the HDR display does not appropriately limit and compensate for light that is added to the image from the display’s backlight or glare.

  2. There’s a little-known feature in Godot that allows you to debug editor-only plugins and @tool scripts.

  3. Godot 4.7 introduces support for HDR output.

  4. This post provides an adjustable filmic tonemapping curve that is designed for use with variable / extended dynamic range (EDR, HDR, and SDR).

  5. Last updated: September 3, 2026 This post is part one of two!

  6. I just finished work on a plugin for Godot that allows remapping of resources in a project based on feature tags.

  7. Godot Porting Guide

    Background and Goals Note: This post is a work in progress.

  8. Overview This post describes the initialization and execution order of scripts that are attached to Nodes in the Godot game engine.

  9. This post is written for programmers who have experience working with statically typed languages and want a similar experience when working with GDScript.

  10. About Keep Talking and Nobody Explodes Keep Talking and Nobody Explodes is a cooperative multiplayer game where one player is tasked to defuse a bomb with the help other players who have the bomb defusal manual – But there’s a catch: The players with the…

  11. 2022 UPDATE Since writing this blog post I have created the AV Latency.com Toolkit, which is designed to accurately measure S/PDIF Audio Latency using the technique that is described in this blog post.

  12. When testing receiver audio latency, I noticed that some receivers were able to extract low frequencies of an analog stereo source to send to a subwoofer with zero delay to the left and right speakers.

  13. A little over a year ago, I posted about some unexpected behaviour with the different output channels of the PreSonus Studio 26c.

  14. 2022 UPDATE Since writing this blog post I have created the AV Latency.com Toolkit, which is designed to accurately measure HDMI Audio Latency.

  15. 2022 UPDATE Since writing this blog post I have written more on the topic on the AV Latency.com.

  16. Today I got a new oscilloscope!

  17. Before I started work on creating a vector game engine to be used on displays like oscilloscopes, I had watched a really fantastic explanation of how to create graphics for laser displays by Seb Lee-Delisle: In this video, Seb talked about the challenges…

  18. A couple of weeks ago I started work on a new video game engine for vector displays.

  19. You should never disable frustum culling in a release build.

  20. Download Download Unity package Transcript “Hi, I’m Allen Pestaluky.

  21. The Problem with Genres & Game Design As someone who contributes to creating games I have a difficult time understanding what other designers mean to say when they use a genre to describe a game system and its mechanics.

  22. Maximum output for minimum input.

  23. While trying out the Windows 8 Consumer Preview I noticed a number of usability problems and interface designs that could be done better.

  24. Successful Game Jamming

    At a recent Dirty Rectangles Show and Tell, I took part in a two hour game jam.

  25. Last week I was given an opportunity to join my manager at Magmic in a panel for a fourth year class in IMD to discuss my experience after graduating and joining the game development industry.

  26. Game Concept: Messaging Maze

    The following is one in a series of game concepts that I thought would be good to get written down for future use or inspiration, either for myself or for anyone else who wants to take the idea further.

  27. The following is the first in a series of game concepts that I thought would be good to get written down for future use or inspiration, either for myself or for anyone else who wants to take the idea further.

  28. At a recent Independent Game Developers Association meeting I was asked to talk about my experiences taking Hideout!

  29. Background For anyone who is looking to develop a mouse-based game for Windows using the XNA framework, it’s pretty critical to be able to change your mouse cursor in game.

  30. It’s been a few moths since the Xbox 360 release of Hideout!

  31. Hey Everyone!

  32. When I initially designed and implemented the gameplay of Hideout!

  33. Hideout!

  34. The following text is actually a comment that I posted in response to a post by Ron Carmel of 2DBoy.

  35. 720p Title Safe GUI Template

    I am currently in the process of porting Hideout!

  36. In this article, I will be outlining the method of multi-textured terrain that I used in my recently completed XNA Real Time Strategy (RTS) project, Toy Factory.

  37. Introduction

    Hello everyone, Welcome to the beginning of series of articles that will be written as I experiment in the field of 3D computer graphics, math, and video game design.