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    Red Blob Games Blog

    simblob.blogspot.com · Personal blog · on HN since 2009

    Amit Patel writes about game development topics, including hexagonal grids, pathfinding, and procedural map generation, with interactive diagrams.

    Visit blogHN submissions
    GamesProgramming
    What HN says

    Commenters praise Amit Patel's well-written interactive articles and recommend his Red Blob Games site for pathfinding and map generation.

    Stats for nerds
    27HN people shared it
    68linked in comments
    760story points
    Jan 2025last shared
    2017people per year2025

    Top posts on HN

    1. 1
      Verb-Noun vs. Noun-Verb
      3 people · 283 points · first shared 2019 · 157 comments on HN
    2. 2
      Five Year Mission
      1 person · 103 points · first shared 2017 · 22 comments on HN
    3. 3
      Polygonal Map Generation, HTML5 Version
      1 person · 84 points · first shared 2017 · 16 comments on HN
    4. 4
      Optimizing A* for grid maps
      1 person · 60 points · first shared 2015 · 10 comments on HN
    5. 5
      Procedural Tree Generator
      2 people · 50 points · first shared 2022 · 4 comments on HN
    6. 6
      Map homunculus (2014)
      1 person · 46 points · first shared 2018 · 7 comments on HN
    7. 7
      Hex Diagram Labels
      2 people · 29 points · first shared 2021 · 3 comments on HN
    8. 8
      Connected Components
      2 people · 10 points · first shared 2022 · 2 comments on HN
    9. 9
      Hexagon Conversions
      2 people · 5 points · first shared 2022 · Discussion on HN
    10. 10
      Ten Years of Red Blob Games
      2 people · 5 points · first shared 2022 · Discussion on HN

    What HN people wrote when they linked it

    • kragenFeb 2021

      (BTW, Norman's server seems to be suffering under the load; https://web.archive.org/web/20210223015500/https://www.cs.tufts.edu/~nr/noweb/ has your (Way)Back if you're suffering problems in accessing it.)

      I've been interested in literate programming for a long time; for my self-bootstrapping PEG parser https://github.com/kragen/peg-bootstrap/blob/master/peg.md I wrote my own noweb-like system called HandAxeWeb in Lua (5.x) https://github.com/kragen/peg-bootstrap/blob/master/handaxeweb.md. It accepts input in Markdown, HTML, ReStructuredText, etc., and it's only a couple hundred lines of Lua.

      For HandAxeWeb (named following the convention of StoneKnifeForth—the intent was to make it simple enough that even fairly early stages of a bootstrap could be literate programs), I wanted to be able to include multiple versions of a program in the same document, because I think it's often helpful to see the temporal development of a program from a simpler version to a more complex version. The simpler version is easier to understand and helps you focus on the most fundamental aspects of the program. https://www.youtube.com/watch?v=KoWqdEACyLI is a 5'30" screencast (not by me) of explaining the development of a Pong program in this fashion. I think it's usually easier to understand a program in this fashion than by trying to understand the final complete version bit by bit, the way something like "TeX: The Program" forces you to do.

      ๛

      Still, generally speaking, soi-disant…

    • kibwenSep 2023

      RotMG has a great idea that I wish more games would copy: difficulty scales with elevation. If you want to take it easy, stick to the coasts. If you want a challenge, strike inland towards the mountains (or follow a river upstream). It's a great way of intuitively expressing difficulty ranges across a sprawling world map, and I remember being disappointed the first time that I played Skyrim that it didn't seem to do the same.

      For posterity, here's Amit on map generation: https://simblob.blogspot.com/2010/01/simple-map-generation.html

    • SillzenNov 2021

      For those that enjoy this style of article, Amit Patel's Red Blob Games site[0] has similarly well-written and interactive articles, mostly regarding pathfinding and map generation in games.

      He also wrote an article[1] about how he creates the interactive elements of these articles, and a lot of "background" information about the articles on redblobgames.com can be found on his other blog[2].

      [0] https://www.redblobgames.com/

      [1] https://www.redblobgames.com/making-of/line-drawing/

      [2] https://simblob.blogspot.com/

    • amitpSep 2023

      This year I've mostly been updating existing pages in small ways (examples: [1] [2]). This week I've been fixing broken links, which isn't a good HN submission.

      I think the best candidate is https://www.redblobgames.com/making-of/draggable/ . It's from earlier this year and hasn't been posted to HN yet (I think).

      [1] https://simblob.blogspot.com/2023/04/explaining-hexagon-layout-class.html
      [2] https://simblob.blogspot.com/2023/04/improving-mapgen4s-boundaries-part-2.html

    • lifthrasiirOct 2019

      Different word order (especially, verb-noun order [1]), different syntax for affixes and adpositions, difficulty in segmentation and even the non-existence of English-like "words", ...

      You can't "localize" programming languages in that way. A new programming language, probably similar in semantics but with a completely rethought syntax, is needed for the true localization.

      [1] https://simblob.blogspot.com/2019/10/verb-noun-vs-noun-verb.html

    • guiambrosJan 2025

      Here's a few more, from my Feedly:

      Julia Evans - https://jvns.ca/

      Fabien Sanglard - https://fabiensanglard.net/

      Rachel - http://rachelbythebay.com/w/

      Bruce Eckel - https://bruceeckel.substack.com/ (old blog @ https://www.bruceeckel.com/)

      Blobs in Games - https://simblob.blogspot.com/

      Astrid dot tech - https://astrid.tech/

      Brendan Gregg - https://www.brendangregg.com/blog/

      Stargirl Flowers - https://blog.thea.codes/

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