Robin Allen writes about writing a runtime to run (and modernize) one of their old Flash games.
Andy Gavin and Jason Rubin provide a multi-part retrospective on developing the PlayStation game Crash Bandicoot.
I only played Crash for maybe 15 minutes at a friends house back when it was released, but it is the first time (other than maybe Marble Madness) that I felt like a 3D game worked.
the Wikipedia article incorporates info from these posts: https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game%29
"In a 2D top-down map it is sometimes useful to calculate which areas are visible from a given point. For example you might want to hide what’s not visible from the player’s location, or you might want to know what areas would be lit by a torch."
See also Nicky Case's similar "Sight and Light":
While I wasn't paying attention, Glen K. finished documenting his analog pong game, complete with nice hand-drawn schematics.
(Original EEVBlog thread: http://www.eevblog.com/forum/projects/oscilloscope-pong-for-1-or-2-players/)
He's now working on an asteroids game: http://www.eevblog.com/forum/projects/asteroids-we-don't-need-not-stinkin'-micro-processor!/
I really like this aesthetic. Now I want to build a little console system based on a display like this.
"It does help if you can absolutely convince yourself that you're destined for greatness," says Barone. "It's not even an ego thing--it's just a way to prevent doubt and insecurity from hindering you."
Home page of Ingemar Ragnemalm, the author of the Sprite Animation Toolkit and several games for MacOS, and a major contributor to the book "Tricks of the Mac Game Programming Gurus" (1995).