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Guerrilla Games

Company blog · guerrilla-games.com/readgamesprogramming

Guerrilla Games is the company blog at guerrilla-games.com, writing about games and programming. Since 2010, 11 different Hacker News readers have linked it 13 times, most often “Making Tools for Big Games”. No feed was found, so read it on the site itself.

No feed foundVisit the blog
13mentions?
11HN people?
2010–2026first – last linked?
Links on Hacker News per year · peak 3 in 2022

Too few sampled comments (9) to say how often HN recommends it.?

Why HN links it

HN readers link Guerrilla Games' presentations and documents on game engine and rendering work, such as Killzone 2 Cell/SPU, Horizon Zero Dawn clouds and procedural placement, and Killzone job-based gameplay systems.

Summarised by Claude from a sample of 9 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

We are Guerrilla, the studio behind the critically acclaimed Killzone and Horizon franchises. Founded in 2000 and based in Amsterdam, we're one of Europe's leading game development companies.

Most-linked posts?

  1. Making Tools for Big Games
    2 people · 2 mentions · first linked 2022-12-22

What Hacker News says?

  1. looki · 2017-10-26Recommends
    A bit older but this presentation about Killzone 2's usage of the PS3's Cell architecture was pretty neat https://www.guerrilla-games.com/read/the-playstation-3s-spus...

    Comment linking /read/the-playstation-3s-spus-in-the-real-world-a-killzone-2-case-study

    on “How Unreal Renders a Frame”
  2. Submitted Adventures with Deferred Texturing in Horizon Forbidden West as a story · 33 points

    HN discussion
  3. no, i'm not a student. presentations and papers like this are what i'm referring to: https://skatgame.net/mburo/icaps2010-pg/ICAPS-PG.2010.1.bart... http://www.plg.inf.uc3m.es/icaps-pg2007/papers/Symbolic%20Ex... http://www.slideshare.net/StavrosVassos/the-simplefps-planni... http://abotea.rsise.anu.edu.au/data/offline-htn-planning.pdf http://www.guerrilla-games.com/presentations/VUA07_Verweij_H... etc etc etc. turn…

    Comment linking /presentations/VUA07_Verweij_Hierarchically-Layered-MP-Bot_System.pdf

    on “The AI Systems of "Left 4 Dead" [pdf]”
  4. Submitted Making Tools for Big Games as a story · 3 points

    HN discussion
  5. Thanks for the pointer! It seems like my approach is similar to, but much more simplified than, what is described in the slides (the thesis itself is not loading for me right now). I'm using a 4D function (LUT) rather than 5D. The correspondences are: size/thickness (of a sphere, not a slab), lighting angle, view angle. I additionally use the surface normal, they use viewpoint depth and scattering order. The observa…

    Comment linking /read/nubis-cubed

    on “Rendering pretty sky in Around The World game”
  6. Submitted Making Tools for Big Games as a story · 3 points

    HN discussion
  7. With great startup scene, I mean there are bunch of cool startups within biking distance of each other (To name just a few http://www2.layar.com/ , http://www.phusion.nl/ , http://www.ebuddy.com/ , http://www.supersaas.com/ , http://www.guerrilla-games.com/ ). So you're bound to run into fellow entrepreneurs. It also has a large number of headquarters of multinationals (Cisco, Philips, etc) so expat services are wel…

    Comment linking /

    on “Ask HN: Best Startup City - Outside the USA?”
  8. Submitted Real-Time Volumetric Cloudscapes as a story · 2 points

    HN discussion
  9. To add to your list here are some more talks! Machine Learning and Level Generation https://www.youtube.com/watch?v=Z6lHExfem6U Roguelike celebration has a ton of content on procedural generation techniques and its worth watching all of them, but this one was one of my favorites. https://www.youtube.com/channel/UCsCqXksJuAkfZRtnW5Pq1mw GPU-Based Procedural Placement in Horizon Zero Dawn https://www.guerrilla-games.c…

    Comment linking /read/gpu-based-procedural-placement-in-horizon-zero-dawn

    on “Procedural content generation: creating a universe (2015)”
  10. Frostbite does GPU culling. This presentation is a really good explaination of their approach. It relies heavily on the ballot instruction to do parallel prefix sum in a compute shader and multidraw indirect to procedurally issue draw calls based on compute shader results. https://www.slideshare.net/mobile/gwihlidal/optimizing-the-g... If you're interested in actual procedural generation and placement on the GPU Gue…

    Comment linking /read/gpu-based-procedural-placement-in-horizon-zero-dawn

    on “GPU Performance for Game Artists”
  11. I've long been fascinated by watching the translation over the last generation of consoles to jobified systems. The folks at Guerilla Games (Killzone, Horizon: Zero Dawn) hasve a great document on how they jobified their gameplay loop for the last Killzone title [0]. The transition to multithreading systems which greedily take in jobs has enabled exceptionally complex and dynamic worlds, but depending on the impleme…

    Comment linking /read/killzone-shadow-fall-threading-the-entityupdate-on-ps4

    on “Doom Eternal does not have a main or render thread”
  12. They game a bunch of talks at Game Developers Conference DC this year. They'll make it online if they aren't already. https://www.guerrilla-games.com/read/guerrilla-at-gdc-2022 GDC has some good videos about world creation in the original Horizon Zero Dawn. https://www.gdcvault.com/play/1024963/-Horizon-Zero-Dawn-A or youtube https://www.google.com/search?q=GDC+horizon+youtube&client=s...

    Comment linking /read/guerrilla-at-gdc-2022

    on “Adventures with Deferred Texturing in Horizon Forbidden West”
  13. Accompanying video presentation and powerpoint slides can be found at: http://www.guerrilla-games.com/publications.html

    Comment linking /publications.html

    on “The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn [pdf]”

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