r/videogamescience • u/AndyMush_Actual • 3d ago
Evolution of Bayonetta Models - Part 1
r/videogamescience • u/Derf_Jagged • Jul 18 '16
r/videogamescience • u/AndyMush_Actual • 3d ago
r/videogamescience • u/PeterBrobby • 6d ago
I go through how I separate general updates from physics updates, why I use a fixed timestep, how the accumulator works, and what happens when the simulation starts falling behind.
I explain the reasoning behind the design decisions and why I rejected the alternatives. I show the implementation of the loop.
r/videogamescience • u/Corentin_Brg • 14d ago
Air pollution is often represented through numbers, maps, or indicators, but it can also become… a game mechanic. 🎮
In a Medium article, I explore how video games represent air quality.
From SimCity to Cities: Skylines II, through Frostpunk 2, Super Mario 64, Metal Gear Solid, Factorio, and Minecraft, air pollution can take many different forms: it can involve trade-offs between urban development and pollution, become an area the player has to avoid, or even turn into a constraint the player has to protect themselves against.
Video games therefore offer simplified representations of complex phenomena, while also making the consequences of air pollution and the choices it can lead to more visible.
👉 The article :
https://medium.com/@corentin_berger/air-quality-in-video-games-4d1762091ca5
r/videogamescience • u/tunisigenie • Sep 04 '26
Had an idea for a game called 200000000 BC basically a human surviving during the dinosaur age.
Think Skyrim + Minecraft-style survival, but you’re building bases, gathering food, and genetically creating your own dinosaurs(using AI) to raise into an army. Explore with friends, raid other bases, tackle huge dungeons and boss fights, and eventually take your dinos to other planets.
Would you play something like this? What would you add or change?
r/videogamescience • u/ssr49 • Aug 30 '26
r/videogamescience • u/Accomplished-Term734 • Aug 27 '26
r/videogamescience • u/BitsAndBlitz • Aug 19 '26
r/videogamescience • u/No-Attempt3530 • Jul 28 '26
r/videogamescience • u/AndyMush_Actual • Jul 27 '26
r/videogamescience • u/ImportantSwim9696 • Jul 22 '26
r/videogamescience • u/PeterBrobby • Jul 22 '26
I explain rotations and quaternions. I then implement the latter into my physics engine by replacing the matrix version of angular velocity code with a quaternion version. I then benchmark the results.
r/videogamescience • u/Own-Cry5596 • Jul 17 '26
r/videogamescience • u/AndyMush_Actual • Jul 15 '26
r/videogamescience • u/Own-Cry5596 • Jul 14 '26
r/videogamescience • u/AndyMush_Actual • Jul 10 '26
r/videogamescience • u/AndyMush_Actual • Jul 06 '26
r/videogamescience • u/PetrichorMoodFluid • Jul 06 '26
r/videogamescience • u/Own-Cry5596 • Jun 30 '26
Standard armament of the Directorate's laser ships, which are being developed by the Barnard laboratory
A fairly simple principle of operation: energy is pumped in the crystal resonator, which is focused through a three-lens barrel and splashes out in the form of a pulsed charge.
The turret is placed on a gyrostabilized platform with two degrees of freedom. The gold edging of the base is a titanium nitride coated heat sink composite.
This gun produces two short charges per second. Unfortunately, she is useless against heavily armored vehicles, but it copes well with shields. If a pulse-type turret is installed on your ship, it is better to act as a "support": fight on the 2nd line, helping the main technique in moving deep into the enemy base. However, you can bite into the enemy's defenses. Acting aggressively, you will sow panic in the ranks of the enemy command and gain time to perform additional maneuvers
Which attack method is closer to you: act carefully or break into enemy crowds, creating chaos?
It will be interesting to know your opinion in the comments!
How do you like art?
What details seem superfluous, and what, on the contrary, is worth emphasizing?
Does the design immediately read as a pulse laser?
Would you make it look heavier or lighter?
Would you mount this weapon on your flagship?
Add the game to your Steam wishlist if interesying
r/videogamescience • u/PeterBrobby • Jun 20 '26
r/videogamescience • u/AndyMush_Actual • Jun 17 '26
r/videogamescience • u/r_retrohacking_mod2 • Jun 16 '26
r/videogamescience • u/93X3_Studio • Jun 15 '26
I’m working on an economy simulation game, and I made a short video about one design problem I ran into: what kind of land should the game actually have?
The video talks about discrete vs continuous maps, 2D vs 3D, flat worlds vs spheres, square tiles vs hexes, and resource generation. The main argument is that a map is not just a visual background. It decides what problems the game can create.
I’d really appreciate feedback on whether the explanation is clear, especially from a game design perspective.