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Gaming Tech Brief By HackerNoon

HackerNoon

Learn the latest gaming updates in the tech world.

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  • 22 episodes
  • Avg 7 min
  • English
Counted on this page — what you have heard stays on this device, so it is not something the list can be paged by.
  • Friday · 7 min

    Choosing the Right Networking Stack: Our Experience with Netick

    This story was originally published on HackerNoon at: https://hackernoon.com/choosing-the-right-networking-stack-our-experience-with-netick. Why we chose Netick for a competitive Unity FPS: practical lessons on prediction, replicated state, lag compensation, anti-cheat, and tradeoffs. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #unity, #game-development, #networking, #multiplayer-gaming, #netick, #netcode, #csharp, #software-architecture, and more. This story was written by: @arttxmk. Learn more about this writer by checking @arttxmk's about page, and for more stories, please visit hackernoon.com. TL;DR: We chose Netick 2 Pro for our competitive FPS because its tick-based, server-authoritative model gives us direct control over prediction, replicated state, interest management, and lag-compensated shooting. Its less opinionated API makes the costs and constraints of networking explicit, but also demands strong separation between simulation and presentation. The tradeoff is a smaller ecosystem, thinner documentation, and some difficult low-level failures - but for a team that wants to own its simulation, Netick is a strong fit.

  • Thursday · 6 min

    Why Web Game VFX Belongs in Git, Not in a Mystery Binary

    This story was originally published on HackerNoon at: https://hackernoon.com/why-web-game-vfx-belongs-in-git-not-in-a-mystery-binary. Plain JSON, deterministic exports, and CI validation can make particle effects reviewable parts of a web game codebase. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #game-development, #javascript, #typescript, #web-development, #developer-tools, #git, #ci-cd, #open-source, and more. This story was written by: @tk-hiroshi. Learn more about this writer by checking @tk-hiroshi's about page, and for more stories, please visit hackernoon.com. Treat VFX like source code: keep effects readable and version-controlled, validate them in CI, and generate reproducible runtime bundles.

  • August 31 · 9 min

    How I Built an Open Source Publishing Workflow for Chess Streamers

    This story was originally published on HackerNoon at: https://hackernoon.com/how-i-built-an-open-source-publishing-workflow-for-chess-streamers. An open source workflow that turns chess livestreams into searchable static pages with games, chat, transcripts, thumbnails, analytics, and SEO. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #chess, #lichess, #webdev, #static-site-generator, #xadrez, #live-streaming, #chess-websites, #hackernoon-top-story, and more. This story was written by: @fczuardi. Learn more about this writer by checking @fczuardi's about page, and for more stories, please visit hackernoon.com. I built an open source workflow that turns chess livestreams into searchable static pages with game links, chat replay, transcripts, highlights, thumbnails, analytics, and SEO metadata. It started as a personal chess-learning archive and is evolving into tooling that could help other chess streamers make their live content less ephemeral.

  • August 28 · 13 min

    AI Can Build a Game. Can It Make One Good?

    This story was originally published on HackerNoon at: https://hackernoon.com/ai-can-build-a-game-can-it-make-one-good. AI can generate playable games from one prompt, but building a good game still requires iteration, playtesting, design memory and human judgment. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gamedev, #video-game-development, #game-development, #game-design-feedback, #ai-coding-agents, #automated-playtesting, #ai-game-creation, #player-feedback, and more. This story was written by: @nolan91. Learn more about this writer by checking @nolan91's about page, and for more stories, please visit hackernoon.com. AI can generate playable games from one prompt, but building a good game still requires iteration, playtesting, design memory and human judgment.

  • August 14 · 6 min

    The Truth About Amazon's FireStick Crackdown: Why More Streaming Apps Keep Appearing

    This story was originally published on HackerNoon at: https://hackernoon.com/the-truth-about-amazons-firestick-crackdown-why-more-streaming-apps-keep-appearing. FireStick sideloading is not dead. New third-party apps are launching at an excepional rate. Learn why apps disappear, return, and what's really happening! Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #firestick, #amazon-fire-stick, #streaming-devices, #sideloading-security, #tech, #amazon-fire-tv, #jailbreaking, #risk-of-jailbreaking-fire-tv, and more. This story was written by: @blackjoseph044. Learn more about this writer by checking @blackjoseph044's about page, and for more stories, please visit hackernoon.com. FireStick sideloading is not dead. New third-party apps are launching at an excepional rate. Learn why apps disappear, return, and what's really happening!

  • August 10 · 6 min

    Sony's disc-free PlayStation strategy could reshape China's console market

    This story was originally published on HackerNoon at: https://hackernoon.com/sonys-disc-free-playstation-strategy-could-reshape-chinas-console-market. Sony's shift away from PlayStation discs could undermine game access, affordability, and preservation for China's console gamers. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #sony-playstation, #china, #china-tech, #great-firewall-of-china, #china-economy, #censorship-resistance, #censorship, #hackernoon-top-story, and more. This story was written by: @hughharsono. Learn more about this writer by checking @hughharsono's about page, and for more stories, please visit hackernoon.com. Sony's move away from physical PlayStation discs could hurt Chinese gamers by limiting access to unapproved titles, ending resale options, and weakening one of PlayStation's key advantages.

  • August 9 · 4 min

    Is Spider-Man: Brand New Day Worth Watching in Theatres? Here's What the Critics and Audience Think

    This story was originally published on HackerNoon at: https://hackernoon.com/is-spider-man-brand-new-day-worth-watching-in-theatres-heres-what-the-critics-and-audience-think. Spider-Man: Brand New Day is out, and the question that many are asking is: Is it worthy of all the hype? Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #spider-man, #marvel, #marvel-cinematic-universe, #new-spiderman-movie-review, #brand-new-day-reviews, #new-mcu-movie-review, #new-superhero-movie-review, #spiderman-movie-review, and more. This story was written by: @joseh. Learn more about this writer by checking @joseh's about page, and for more stories, please visit hackernoon.com. The critics appear to mostly view this movie in a positive light. The audience even more so. I believe that Spider-Man: Brand New Day is worth watching in theatres as quickly as possible.

  • August 6 · 8 min

    Three Safeguards, One Contradiction: Lessons From Five Years Building MapleStory Universe

    This story was originally published on HackerNoon at: https://hackernoon.com/three-safeguards-one-contradiction-lessons-from-five-years-building-maplestory-universe. Five years building MapleStory Universe taught me how our own safeguards can quietly work against each other. Here's what fixed it. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #blockchain-gaming, #maplestory-universe, #web3-gaming, #avalanche, #gaming, #blockchain-dilemma, #future-of-gaming, #web3-gaming-development, and more. This story was written by: @ryu-250. Learn more about this writer by checking @ryu-250's about page, and for more stories, please visit hackernoon.com. We kept "fixing" our ecosystem: wallet protection, gas costs, compliance. Each fix made sense on its own. Together, they quietly worked against each other. Building MapleStory Universe taught me that our own safeguards weren't the problem, we were protecting the wrong thing.

  • August 5 · 7 min

    How I Solved Minecraft’s Squashed-Potato Sphere Problem

    This story was originally published on HackerNoon at: https://hackernoon.com/how-i-solved-minecrafts-squashed-potato-sphere-problem. How a simple geometric formula becomes a block‑by‑block blueprint for thousands of minecraft builders. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gamedev, #minecraft-sphere-generator, #minecraft-sphere-algorithm, #3d-grid-geometry, #voxel-sphere-generation, #voxelisation-algorithm, #procedural-shape-generation, #javascript-voxel-geometry, and more. This story was written by: @sharjeelbin_kjlov6ek. Learn more about this writer by checking @sharjeelbin_kjlov6ek's about page, and for more stories, please visit hackernoon.com. I reverse‑engineered the math behind Minecraft spheres. Here’s how the voxel sphere algorithm works, why it matters for builders, and how I turned it into a free, browser‑based tool.

  • August 5 · 22 min

    90 Blog Posts To Learn About Gamedev

    This story was originally published on HackerNoon at: https://hackernoon.com/90-blog-posts-to-learn-about-gamedev. Learn everything you need to know about Gamedev via these 90 free HackerNoon blog posts. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gamedev, #learn, #learn-gamedev, and more. This story was written by: @learn. Learn more about this writer by checking @learn's about page, and for more stories, please visit hackernoon.com.

  • July 4 · 6 min

    Building Neon Rush 3D for Mobile and Desktop as a Solo Indie Developer

    This story was originally published on HackerNoon at: https://hackernoon.com/building-neon-rush-3d-for-mobile-and-desktop-as-a-solo-indie-developer. Join me on my journey as a solo indie developer building Neon Rush 3D, an endless speed challenge available on major platforms now. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #game-development, #indie-game-development, #unity-engine, #object-pooling, #neon-rush-3d, #unity-programming, #endless-runner-game-dev, #performance-optimization, and more. This story was written by: @eachoneinformation. Learn more about this writer by checking @eachoneinformation's about page, and for more stories, please visit hackernoon.com. The article documents the development of Neon Rush 3D, highlighting Unity implementation details such as lane-based movement and object pooling, along with lessons learned about optimization, shipping, and distributing an indie game across multiple platforms.

  • July 2 · 4 min

    Grand Outlaws Launches Globally in Late Summer 2026 — Open Beta Already Live On Android

    This story was originally published on HackerNoon at: https://hackernoon.com/grand-outlaws-launches-globally-in-late-summer-2026-open-beta-already-live-on-android. Hardbit announces the worldwide release window for Grand Outlaws, its open-world GTA-like action title. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gaming, #gta-5, #gamingwire, #press-release, #online-gaming, #online-gaming-industry, #future-of-gaming, #good-company, and more. This story was written by: @gamingwire. Learn more about this writer by checking @gamingwire's about page, and for more stories, please visit hackernoon.com.

  • July 1 · 4 min

    Can a Product Designer Become a Game UX/UI Designer?

    This story was originally published on HackerNoon at: https://hackernoon.com/can-a-product-designer-become-a-game-uxui-designer. How you can transfer your knowledge being Product Designer to Gaming Industry. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #game-design, #product-design, #ui-design, #ux-design, #game-development, #game-ux-design, #game-ui-design, #art-direction-games, and more. This story was written by: @jetstreamfps. Learn more about this writer by checking @jetstreamfps's about page, and for more stories, please visit hackernoon.com.

  • June 28 · 6 min

    Mortal Kombat 2 or Injustice 3: Which One Is Next?

    This story was originally published on HackerNoon at: https://hackernoon.com/mortal-kombat-2-or-injustice-3-which-one-is-next. Mortal Kombat 2 or Injustice 3: Which of these 2 games will be released next? Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gaming, #mortal-kombat-2, #injustice-3, #netherrealm-studios, #nrs-next-game, #next-injustice-game, #injustice-3-release-date, #new-mortal-kombat-game, and more. This story was written by: @joseh. Learn more about this writer by checking @joseh's about page, and for more stories, please visit hackernoon.com. It's almost guaranteed that either Mortal Kombat 2 or Injustice 3 will be released next. The question is: Which one?

  • June 25 · 6 min

    Why Cross-Platform Development Is Mostly a Production Problem

    This story was originally published on HackerNoon at: https://hackernoon.com/why-cross-platform-development-is-mostly-a-production-problem. Cross-platform development is often treated as a technical problem, but the biggest risks usually come from production complexity. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #game-development, #project-management, #cross-platform, #leadership, #cross-platform-development, #sdks, #certification-pipelines, #platform-specific-policies, and more. This story was written by: @ktdevjournal. Learn more about this writer by checking @ktdevjournal's about page, and for more stories, please visit hackernoon.com. Cross-platform development is often treated as a technical problem, but the biggest risks usually come from production complexity. Every new platform multiplies testing effort, communication paths, dependencies, release coordination, and decision-making. While engineering teams can solve platform-specific challenges, production teams must manage synchronization, content pipelines, exceptions, and delivery readiness. Successful cross-platform projects rely less on technical heroics and more on strong production systems.

  • June 20 · 4 min

    Mortal Kombat 3: Will It Actually Get Made?

    This story was originally published on HackerNoon at: https://hackernoon.com/mortal-kombat-3-will-it-actually-get-made. Will a third Mortal Kombat movie actually happen? Let's find out. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #mortal-kombat, #mortal-kombat-3, #third-mortal-kombat-movie, #mortal-kombat-new-movie, #mortal-kombat-franchise, #video-game-movies, #mortal-kombat-2-box-office, #mortal-kombat-2-reception, and more. This story was written by: @joseh. Learn more about this writer by checking @joseh's about page, and for more stories, please visit hackernoon.com. It seems unlikely that Mortal Kombat 3 actually happens, but there is always hope.

  • June 14 · 4 min

    Xbox as a Platform: Is It Time to Face the Truth?

    This story was originally published on HackerNoon at: https://hackernoon.com/xbox-as-a-platform-is-it-time-to-face-the-truth. Is Xbox's days as a console nearing the end? Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gaming, #xbox, #xbox-series-x, #future-of-xbox, #xbox-project-helix, #console-war, #xbox-next-console, #xbox-consoles, and more. This story was written by: @joseh. Learn more about this writer by checking @joseh's about page, and for more stories, please visit hackernoon.com. Xbox's future is shrouded in uncertainty. Could we be looking at the end of its console era?

  • June 12 · 21 min

    Why Skip Lists Are the Wrong Default for Matchmaking Queues: A Fenwick Tree Case Study

    This story was originally published on HackerNoon at: https://hackernoon.com/why-skip-lists-are-the-wrong-default-for-matchmaking-queues-a-fenwick-tree-case-study. Why a Fenwick tree beats a skip-list sorted set for matchmaking queues: ~35x faster queries, 3x less memory, reproducible Go benchmarks, and the caveats. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #game-development, #fenwick-tree, #skip-lists, #matchmacking-algorithm, #game-server-architecture, #online-game-matchmaking, #game-matchmaking-algorithm, #hackernoon-top-story, and more. This story was written by: @ivan-fekete. Learn more about this writer by checking @ivan-fekete's about page, and for more stories, please visit hackernoon.com. Matchmaking queues need three things from their core data structure: range-count queries as the skill window widens, global rank lookups for leaderboards, and constant add/remove updates. The usual default is a skip-list-backed sorted set, the kind Redis ships and OpenMatch used, but benchmarked on the same host, it runs about 35x slower on rank queries and 38x slower on range counts than a Fenwick tree, and uses roughly 3x the memory. The cause is cache locality: a Fenwick tree is a single ~40 KB array that stays L2-resident, while a skip list chases pointers across scattered heap nodes. When MMR is bounded and quantizes naturally, a Fenwick tree with per-bucket player lists is the better default, and the article includes the Go code, reproducible numbers, and the cases where a skip list still wins.

  • June 3 · 5 min

    Generating Procedural Marble Dice Textures With Simplex Noise and Domain Warping

    This story was originally published on HackerNoon at: https://hackernoon.com/generating-procedural-marble-dice-textures-with-simplex-noise-and-domain-warping. Learn how to generate realistic marble dice textures with simplex noise, domain warping, ridged transforms, and an alpha-channel trick. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #game-development, #3d-rendering, #simplex-noise, #3d-graphics, #computer-graphics, #material-design, #generative-graphics, #texture-atlases, and more. This story was written by: @mdenda. Learn more about this writer by checking @mdenda's about page, and for more stories, please visit hackernoon.com. This tutorial walks through the creation of procedural marble dice textures for a Chrome extension using simplex noise rather than photographic assets. The author combines multi-octave noise, domain warping, ridged transforms, thresholding, and alpha-channel compositing to generate customizable marble patterns that adapt to user-selected die colors. A key insight is that the texture's alpha channel, rather than its RGB values, determines how the final material interacts with the renderer's color system.

  • May 23 · 4 min

    GT7 Daily Races: Some of My Unpopular Opinions

    This story was originally published on HackerNoon at: https://hackernoon.com/gt7-daily-races-some-of-my-unpopular-opinions. GT7 Daily Races aren't as bad as everyone says. The real problem might be you! A simple mindset shift can change everything. Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gaming, #sim, #simracing, #gt7, #granturismo, #simrig, #fanatec, #logitech, and more. This story was written by: @wickedracing. Learn more about this writer by checking @wickedracing's about page, and for more stories, please visit hackernoon.com. Most GT7 Daily Race complaints come from drivers who won't examine their own racecraft. After years on iRacing and months in GT7 online, I've found that treating the sim like you own the car. Real consequences, real accountability change everything about how you drive and how you experience racing online. If you keep finding yourself in incidents, the common denominator is probably you.

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